]> git.tdb.fi Git - libs/gl.git/commitdiff
Add a Blender 2.5 port of the exporter
authorMikko Rasa <tdb@tdb.fi>
Sun, 30 Jan 2011 09:45:13 +0000 (09:45 +0000)
committerMikko Rasa <tdb@tdb.fi>
Sun, 30 Jan 2011 09:45:13 +0000 (09:45 +0000)
blender/io_mesh_mspgl/__init__.py [new file with mode: 0644]
blender/io_mesh_mspgl/export_mspgl.py [new file with mode: 0644]
blender/io_mesh_mspgl/mesh.py [new file with mode: 0644]
blender/io_mesh_mspgl/util.py [new file with mode: 0644]

diff --git a/blender/io_mesh_mspgl/__init__.py b/blender/io_mesh_mspgl/__init__.py
new file mode 100644 (file)
index 0000000..1445ff4
--- /dev/null
@@ -0,0 +1,36 @@
+import bpy
+from io_utils import ExportHelper
+
+class ExportMspGL(bpy.types.Operator, ExportHelper):
+       bl_idname = "export.mspgl"
+       bl_label = "Export Msp GL data"
+
+       filename_ext = ".mesh"
+
+       use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine faces into triangle strips", default=True)
+       use_degen_tris = bpy.props.BoolProperty(name="Use degen tris", description="Concatenate triangle strips with degenerate triangles", default=False)
+       max_strip_len = bpy.props.IntProperty(name="Max strip length", description="Maximum length for a triangle strip", default=1024, min=4, max=16384)
+       optimize_cache = bpy.props.BoolProperty(name="Optimize cache", description="Optimize element order for vertex cache", default=True)
+       cache_size = bpy.props.IntProperty(name="Cache size", description="Simulated vertex cache size used in optimization", default=64, min=8, max=1024)
+       export_lines = bpy.props.BoolProperty(name="Export lines", description="Export edges without faces as lines", default=False)
+       tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False)
+       compound = bpy.props.BoolProperty(name="Compound", description="Combine all selected objects into one for exporting", default=False)
+       object = bpy.props.BoolProperty(name="Object", description="Export an object instead of a mesh", default=False)
+       material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False)
+
+       def execute(self, context):
+               from . import export_mspgl
+               exporter = export_mspgl.Exporter()
+               for k, v in self.as_keywords().items():
+                       setattr(exporter, k, v)
+               exporter.export(context, self.filepath)
+               return {"FINISHED"}
+
+def menu_func_export(self, context):
+       self.layout.operator(ExportMspGL.bl_idname, text="Msp GL")
+
+def register():
+       bpy.types.INFO_MT_file_export.append(menu_func_export)
+
+if __name__=="__main__":
+       register()
diff --git a/blender/io_mesh_mspgl/export_mspgl.py b/blender/io_mesh_mspgl/export_mspgl.py
new file mode 100644 (file)
index 0000000..6de38f8
--- /dev/null
@@ -0,0 +1,353 @@
+# $Id: mesh_export.py 137 2010-12-05 19:22:35Z tdb $
+
+import bpy
+
+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 OutFile:
+       def __init__(self, fn):
+               if fn==None:
+                       self.file = sys.stdout
+               else:
+                       self.file = open(fn, "w")
+               self.indent = 0
+
+       def make(self, kwd, *params):
+               pstr = ""
+               for p in params:
+                       if type(p)==float:
+                               pstr += " %.6g"%p
+                       else:
+                               pstr += " %s"%p
+               return "%s%s"%(kwd, pstr)
+
+       def write(self, kwd, *params):
+               self.file.write("%s%s;\n"%('\t'*self.indent, self.make(kwd, *params)))
+
+       def begin(self, kwd, *params):
+               i = '\t'*self.indent
+               self.file.write("%s%s\n%s{\n"%(i, self.make(kwd, *params), i))
+               self.indent += 1
+
+       def end(self):
+               self.indent -= 1
+               self.file.write("%s};\n"%('\t'*self.indent))
+
+
+class Exporter:
+       def __init__(self):
+               self.use_strips = True
+               self.use_degen_tris = True
+               self.max_strip_len = 1024
+               self.optimize_cache = False
+               self.cache_size = 64
+               self.export_lines = True
+               self.tbn_vecs = False
+               self.compound = False
+               self.object = False
+               self.material_tex = False
+
+       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:
+                               queue = []
+                               for f in mesh.faces:
+                                       if not f.flag:
+                                               f.flag = True
+                                               queue.append(f)
+                                               break
+
+                               if not queue:
+                                       break
+
+                               while queue:
+                                       f = queue[0]
+                                       del queue[0]
+                                       island.append(f)
+
+                                       for e in f.edges:
+                                               other = e.other_face(f)
+                                               if other and not other.flag:
+                                                       other.flag = True
+                                                       queue.append(other)
+
+                               for f in island:
+                                       f.flag = False
+
+                       best = 5
+                       face = None
+                       for f in island:
+                               if f.flag:
+                                       continue
+                               score = 0
+                               for e in f.edges:
+                                       other = e.other_face(f)
+                                       if other and not other.flag:
+                                               score += 1
+                               if score>0 and score<best:
+                                       face = f
+                                       best = score
+
+                       if not face:
+                               while island_strips:
+                                       best = 0
+                                       if cache:
+                                               best_hits = 0
+                                               for i in range(len(island_strips)):
+                                                       hits = cache.test_strip(island_strips[i])
+                                                       if hits>best_hits:
+                                                               best = i
+                                                               best_hits = hits
+
+                                       s = island_strips[best]
+                                       del island_strips[best]
+                                       strips.append(s)
+
+                                       if cache:
+                                               cache.fetch_strip(s)
+
+                               faces_done += len(island)
+                               if progress:
+                                       progress.set_progress(float(faces_done)/len(mesh.faces))
+
+                               loose += [f for f in island if not f.flag]
+                               for f in island:
+                                       f.flag = True
+
+                               island = []
+                               island_strips = []
+                               continue
+
+                       strip = mesh.create_strip(face, self.max_strip_len)
+                       if strip:
+                               island_strips.append(strip)
+
+               if cache:
+                       cache = VertexCache(self.cache_size)
+                       total_hits = 0
+
+               if self.use_degen_tris and strips:
+                       big_strip = []
+
+                       for s in strips:
+                               if big_strip:
+                                       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:
+                               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)]]
+
+                               if big_strip:
+                                       glue = [big_strip[-1], vertices[0]]
+                                       big_strip += glue
+                                       if cache:
+                                               total_hits += cache.fetch_strip(glue)
+
+                               big_strip += vertices
+                               if cache:
+                                       total_hits += cache.fetch_strip(vertices)
+
+                       strips = [big_strip]
+                       loose = []
+
+               return strips, loose
+
+       def export(self, context, fn):
+               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")
+
+               from .mesh import Mesh
+               from .util import Progress
+
+               progress = Progress()
+               progress.set_task("Preparing", 0.0, 0.0)
+
+               mesh = None
+               bmeshes = []
+               for o in objs:
+                       bmesh = o.create_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)
+               mesh.split_smooth()
+
+               mesh.compute_normals()
+
+               if self.material_tex:
+                       mesh.generate_material_uv()
+
+               if mesh.has_uv:
+                       progress.set_task("Splitting UVs", 0.35, 0.65)
+                       mesh.split_uv()
+
+                       mesh.compute_uv()
+                       if self.tbn_vecs:
+                               mesh.compute_tbn()
+
+               strips = []
+               loose = mesh.faces
+               if self.use_strips:
+                       progress.set_task("Creating strips", 0.65, 0.95)
+                       strips, loose = self.stripify(mesh, progress)
+
+               progress.set_task("Writing file", 0.95, 1.0)
+
+               out_file = OutFile(fn)
+               if self.object:
+                       out_file.begin("mesh")
+
+               fmt = "NORMAL3"
+               if mesh.has_uv:
+                       fmt += "_TEXCOORD2"
+                       if self.tbn_vecs:
+                               fmt += "_ATTRIB33_ATTRIB34"
+               fmt += "_VERTEX3"
+               out_file.begin("vertices", fmt)
+               normal = None
+               uv = None
+               tan = None
+               bino = None
+               for v in mesh.vertices:
+                       if v.normal!=normal:
+                               out_file.write("normal3", *v.normal)
+                               normal = v.normal
+                       if v.uv!=uv:
+                               out_file.write("texcoord2", *v.uv)
+                               uv = v.uv
+                       if v.tan!=tan:
+                               out_file.write("attrib3", 3, *v.tan)
+                               tan = v.tan
+                       if v.bino!=bino:
+                               out_file.write("attrib3", 4, *v.bino)
+                               bino = v.bino
+                       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()
+
+               if self.export_lines and mesh.lines:
+                       out_file.write("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 self.material_tex:
+                               out_file.begin("material")
+                               out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
+                               out_file.end()
+                               out_file.begin("texunit", 0)
+                               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()
+                       elif mesh.materials:
+                               m = mesh.materials[0]
+                               out_file.begin("material")
+                               out_file.write("diffuse", m.R, m.G, m.B, 1.0)
+                               out_file.write("ambient", m.R*m.amb, m.G*m.amb, m.B*m.amb, 1.0)
+                               out_file.write("specular", m.specR*m.spec, m.specG*m.spec, m.specB*m.spec, 1.0)
+                               out_file.write("shininess", m.hard);
+                               out_file.end()
+                       out_file.end()
+                       out_file.end()
+
+               progress.set_task("Done", 1.0, 1.0)
+
+               for m in bmeshes:
+                       bpy.data.meshes.remove(m)
diff --git a/blender/io_mesh_mspgl/mesh.py b/blender/io_mesh_mspgl/mesh.py
new file mode 100644 (file)
index 0000000..5af8578
--- /dev/null
@@ -0,0 +1,338 @@
+import math
+import mathutils
+
+def make_edge_key(i1, i2):
+       return (min(i1, i2), max(i1, i2))
+
+class Edge:
+       def __init__(self, me):
+               if me.__class__==Edge:
+                       self._medge = me._medge
+                       self.vertices = me.vertices[:]
+                       self.smooth = me.smooth
+               else:
+                       self._medge = me
+                       self.smooth = False
+               self.faces = []
+
+       def __getattr__(self, attr):
+               return getattr(self._medge, attr)
+
+       def check_smooth(self, limit):
+               if len(self.faces)!=2:
+                       return
+
+               d = self.faces[0].normal.dot(self.faces[1].normal)
+               if (d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.999:
+                       self.smooth = True
+
+       def other_face(self, f):
+               if f.index==self.faces[0].index:
+                       if len(self.faces)>=2:
+                               return self.faces[1]
+                       else:
+                               return None
+               else:
+                       return self.faces[0]
+
+
+class Vertex:
+       def __init__(self, mv):
+               if mv.__class__==Vertex:
+                       self._mvert = mv._mvert
+                       self.normal = mv.normal
+                       self.uv = mv.uv
+               else:
+                       self._mvert = mv
+                       self.uv = None
+               self.flag = False
+               self.faces = []
+               self.tan = None
+               self.bino = None
+
+       def __getattr__(self, attr):
+               return getattr(self._mvert, attr)
+
+       def __cmp__(self, other):
+               if other is None:
+                       return 1
+               return cmp(self.index, other.index)
+
+
+class Face:
+       def __init__(self, mf):
+               self._mface = mf
+               self.edges = []
+               self.vertices = mf.vertices[:]
+               self.uv = None
+               self.flag = False
+               self.material = None
+
+       def __getattr__(self, attr):
+               return getattr(self._mface, attr)
+
+       def __cmp__(self, other):
+               if other is None:
+                       return 1
+               return cmp(self.index, other.index)
+
+       def pivot_vertices(self, *vt):
+               flags = [(v in vt) for v in self.vertices]
+               l = len(self.vertices)
+               for i in range(l):
+                       if flags[i] and not flags[(i+l-1)%l]:
+                               return self.vertices[i:]+self.vertices[:i]
+
+       def get_edge(self, v1, v2):     
+               key = make_edge_key(v1.index, v2.index)
+               for e in self.edges:
+                       if e.key==key:
+                               return e
+               raise KeyError("No edge %s"%(key,))
+
+
+class Line:
+       def __init__(self, e):
+               self.edge = e
+               self.vertices = e.vertices[:]
+               self.flag = False
+
+
+class Mesh:
+       def __init__(self, m):
+               self._mesh = m
+               self.vertices = [Vertex(v) for v in m.vertices]
+               self.faces = [Face(f) for f in m.faces]
+               self.materials = m.materials[:]
+               self.has_uv = False
+
+               uvtex = None
+               if m.uv_textures:
+                       uvtex = self.uv_textures[0]
+                       self.has_uv = True
+
+               for f in self.faces:
+                       f.vertices = [self.vertices[i] for i in f.vertices]
+                       if uvtex:
+                               f.uv = uvtex.data[f.index].uv
+                       for v in f.vertices:
+                               v.faces.append(f)
+
+               self.edges = dict([(e.key, Edge(e)) for e in m.edges])
+               for f in self.faces:
+                       for k in f.edge_keys:
+                               e = self.edges[k]
+                               e.faces.append(self.faces[f.index])
+                               f.edges.append(e)
+
+               self.lines = [Line(e) for e in self.edges.values() if not e.faces]
+
+               if m.use_auto_smooth:
+                       smooth_limit = math.cos(m.auto_smooth_angle*math.pi/180)
+               else:
+                       smooth_limit = -1
+
+               for e in self.edges.values():
+                       e.vertices = [self.vertices[i] for i in e.vertices]
+                       e.check_smooth(smooth_limit)
+
+       def __getattr__(self, attr):
+               return getattr(self._mesh, attr)
+
+       def splice(self, other):
+               material_map = []
+               for m in other.materials:
+                       if m in self.materials:
+                               material_map.append(self.materials.index(m))
+                       else:
+                               material_map.append(len(self.materials))
+                               self.materials.append(m)
+
+               offset = len(self.vertices)
+               for v in other.vertices:
+                       v.index += offset
+                       self.vertices.append(v)
+
+               offset = len(self.faces)
+               for f in other.faces:
+                       f.index += offset
+                       f.material = material_map[f.material_index]
+                       self.faces.append(f)
+
+               for e in other.edges.values():
+                       e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
+                       self.edges[e.key] = e
+
+               self.lines += other.lines
+       
+       def generate_material_uv(self):
+               for f in self.faces:
+                       f.uv = ([(f.material_index+0.5)/len(self.materials), 0.5],)*len(f.vertices)
+               self.has_uv = True
+
+       def split_vertices(self, find_group_func, progress = None):
+               groups = []
+               for i in range(len(self.vertices)):
+                       v = self.vertices[i]
+                       for f in v.faces:
+                               f.flag = False
+
+                       vg = []
+                       for f in v.faces:
+                               if not f.flag:
+                                       vg.append(find_group_func(v, f))
+
+                       groups.append(vg)
+
+                       if progress:
+                               progress.set_progress(i*0.5/len(self.vertices))
+
+               for i in range(len(self.vertices)):
+                       if len(groups[i])==1:
+                               continue
+
+                       for g in groups[i][1:]:
+                               v = Vertex(self.vertices[i])
+                               v.index = len(self.vertices)
+                               self.vertices.append(v)
+
+                               for f in g:
+                                       for j in range(len(f.edges)):
+                                               e = f.edges[j]
+
+                                               if self.vertices[i] not in e.vertices:
+                                                       continue
+
+                                               if e.other_face(f) not in g and len(e.faces)>=2:
+                                                       k = e.faces.index(f)
+                                                       e.faces.remove(f)
+                                                       e = Edge(e)
+                                                       f.edges[j] = e
+                                                       e.faces.append(f)
+                                               else:
+                                                       del self.edges[e.key]
+
+                                               e.vertices[e.vertices.index(self.vertices[i])] = v
+
+                                               e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
+                                               self.edges[e.key] = e
+
+                                       self.vertices[i].faces.remove(f)
+                                       f.vertices[f.vertices.index(self.vertices[i])] = v
+                                       v.faces.append(f)
+
+                       if progress:
+                               progress.set_progress(0.5+i*0.5/len(self.vertices))
+
+       def split_smooth(self, progress = None):
+               self.split_vertices(self.find_smooth_group, progress)
+
+       def split_uv(self, progress = None):
+               self.split_vertices(self.find_uv_group, progress)
+
+       def find_smooth_group(self, vertex, face):
+               face.flag = True
+               queue = [face]
+
+               for f in queue:
+                       for e in f.edges:
+                               other = e.other_face(f)
+                               #if not other or other.index not in face_indices:
+                               if other not in vertex.faces:
+                                       continue
+
+                               if e.smooth:
+                                       if not other.flag:
+                                               other.flag = True
+                                               queue.append(other)
+
+               return queue
+
+       def find_uv_group(self, vertex, face):
+               uv = face.uv[face.vertices.index(vertex)]
+               face.flag = True
+               group = [face]
+               for f in vertex.faces:
+                       if not f.flag and f.uv[f.vertices.index(vertex)]==uv:
+                               f.flag = True
+                               group.append(f)
+               return group
+
+       def compute_normals(self):
+               for v in self.vertices:
+                       if v.faces:
+                               v.normal = mathutils.Vector()
+                               for f in v.faces:
+                                       v.normal += f.normal
+                               v.normal.normalize()
+                       else:
+                               # XXX Should use edges to compute normal
+                               v.normal = mathutils.Vector(0, 0, 1)
+
+       def compute_uv(self):
+               for v in self.vertices:
+                       if v.faces:
+                               v.uv = v.faces[0].uv[v.faces[0].vertices.index(v)]
+
+       def compute_tbn(self):
+               for v in self.vertices:
+                       v.tan = mathutils.Vector()
+                       v.bino = mathutils.Vector()
+                       for f in v.faces:
+                               fv = f.pivot_vertices(False, v)
+                               v1 = fv[1]
+                               v2 = fv[-1]
+                               du1 = v1.uv[0]-v.uv[0]
+                               du2 = v2.uv[0]-v.uv[0]
+                               dv1 = v1.uv[1]-v.uv[1]
+                               dv2 = v2.uv[1]-v.uv[1]
+                               div = du1*dv2-du2*dv1
+                               edge1 = fv[1].co-fv[0].co
+                               edge2 = fv[-1].co-fv[0].co
+                               if div:
+                                       v.tan += (edge1*dv2-edge2*dv1)/div
+                                       v.bino += (edge2*du1-edge1*du2)/div
+                       if v.tan.length:
+                               v.tan.normalize()
+                       if v.bino.length:
+                               v.bino.normalize()
+
+       def create_strip(self, face, max_len):
+               edge = None
+               for e in face.edges:
+                       other = e.other_face(face)
+                       if other and not other.flag:
+                               edge = e
+                               break
+
+               if not edge:
+                       return None
+
+               vertices = face.pivot_vertices(*edge.vertices)
+               if len(vertices)==3:
+                       result = [vertices[-1], vertices[0]]
+               else:
+                       result = [vertices[-2], vertices[-1]]
+
+               while 1:
+                       vertices = face.pivot_vertices(*result[-2:])
+                       k = len(result)%2
+
+                       face.flag = True
+                       if len(vertices)==4 and not k:
+                               result.append(vertices[3])
+                       result.append(vertices[2])
+                       if len(vertices)==4 and k:
+                               result.append(vertices[3])
+
+                       if len(result)>=max_len:
+                               break
+
+                       edge = face.get_edge(*result[-2:])
+
+                       next = edge.other_face(face)
+                       if not next or next.flag:
+                               break
+                       face = next
+
+               return result
diff --git a/blender/io_mesh_mspgl/util.py b/blender/io_mesh_mspgl/util.py
new file mode 100644 (file)
index 0000000..936a1c1
--- /dev/null
@@ -0,0 +1,15 @@
+class Progress:
+       def __init__(self):
+               self.task = ""
+               self.start = 0.0
+               self.delta = 1.0
+
+       def set_task(self, task, low, high):
+               self.task = task
+               self.start = low
+               self.delta = high-low
+               self.set_progress(0.0)
+
+       def set_progress(self, value):
+               pass
+               #Blender.Window.DrawProgressBar(self.start+self.delta*value, self.task)