+++ /dev/null
-bl_info = {
- "name": "Msp GL format",
- "author": "Mikko Rasa",
- "location": "File > Export",
- "description": "Export Msp GL meshes and objects",
- "category": "Import-Export" }
-
-if "bpy" in locals():
- import imp
- for sub in "export_mspgl", "mesh", "util":
- if sub in locals():
- imp.reload(locals()[sub])
-
-import bpy
-from bpy_extras.io_utils import ExportHelper
-
-class ExportMspGLBase(ExportHelper):
- 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)
- export_uv = bpy.props.EnumProperty(name="Export UV", description="Export UV coordinates", default="UNIT0",
- items=(("NONE", "None", "No UV coordinates are exported"),
- ("UNIT0", "Unit 0", "UV coordinates for unit 0 are exported"),
- ("ALL", "All", "All UV coordinates are exported")))
- tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False)
- tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="")
- compound = bpy.props.BoolProperty(name="Compound", description="Combine all selected objects into one for exporting", default=False)
- smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
- items=(("NONE", "None", "No smoothing"),
- ("BLENDER", "Blender", "Use Blender's vertex normals"),
- ("MSPGL", "MspGL", "Compute vertex normals internally")))
-
- def execute(self, context):
- from . import export_mspgl
- exporter = export_mspgl.Exporter()
- self.prepare_exporter(exporter)
- exporter.export(context, self.filepath)
- return {"FINISHED"}
-
- def prepare_exporter(self, exporter):
- for k, v in self.as_keywords().items():
- setattr(exporter, k, v)
-
- def draw(self, context):
- col = self.layout.column()
- col.prop(self, "export_lines")
- col.prop(self, "compound")
- col.prop(self, "smoothing")
- self.layout.separator()
- col = self.layout.column()
- col.label("Triangle strips")
- col.prop(self, "use_strips")
- col.prop(self, "use_degen_tris")
- col.prop(self, "max_strip_len")
- self.layout.separator()
- col = self.layout.column()
- col.label("Vertex cache")
- col.prop(self, "optimize_cache")
- col.prop(self, "cache_size")
- self.layout.separator()
- col = self.layout.column()
- col.label("TBN vectors")
- col.prop(self, "tbn_vecs")
- col.prop(self, "tbn_uvtex")
-
-class ExportMspGLMesh(bpy.types.Operator, ExportMspGLBase):
- bl_idname = "export_mesh.mspgl_mesh"
- bl_label = "Export Msp GL mesh"
-
- filename_ext = ".mesh"
-
-class ExportMspGLObject(bpy.types.Operator, ExportMspGLBase):
- bl_idname = "export_mesh.mspgl_object"
- bl_label = "Export Msp GL object"
-
- filename_ext = ".object"
-
- textures = bpy.props.EnumProperty(name="Textures", description="Export textures", default="REF",
- items=(("NONE", "None", "Ignore textures"),
- ("REF", "Referenced", "Reference external data"),
- ("INLINE", "Inline", "Embed textures in the object")))
- material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False)
-
- def prepare_exporter(self, exporter):
- super().prepare_exporter(exporter)
- exporter.object = True
-
- def draw(self, context):
- super().draw(context)
- self.layout.separator()
- col = self.layout.column()
- col.label("Texturing")
- col.prop(self, "textures")
- col.prop(self, "material_tex")
-
-def menu_func_export(self, context):
- self.layout.operator(ExportMspGLMesh.bl_idname, text="Msp GL mesh")
- self.layout.operator(ExportMspGLObject.bl_idname, text="Msp GL object")
-
-def register():
- bpy.utils.register_module(__name__)
-
- bpy.types.INFO_MT_file_export.append(menu_func_export)
-
-def unregister():
- bpy.utils.unregister_module(__name__)
-
- bpy.types.INFO_MT_file_export.remove(menu_func_export)
-
-if __name__=="__main__":
- register()
+++ /dev/null
-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.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"
-
- 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 score<best:
- face = f
- best = score
-
- if face:
- # Create a strip starting from the face. This will flag the faces.
- strip = mesh.create_strip(face, self.max_strip_len)
- if strip:
- island_strips.append(strip)
- else:
- face.flag = True
- else:
- # Couldn't find a candidate face for starting a strip, so we're
- # done with this island
- while island_strips:
- best = 0
- if cache:
- # Find the strip that benefits the most from the current
- # contents of the vertex 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
-
- 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 = []
-
- 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.
- 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.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.material_tex and mesh.materials:
- mesh.generate_material_uv()
-
- texunits = []
- if mesh.uv_layers and self.export_uv!="NONE":
- # Figure out which UV layers to export
- if self.export_uv=="UNIT0":
- if mesh.uv_layers[0].unit==0:
- texunits = [0]
- else:
- texunits = range(len(mesh.uv_layers))
- 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()
-
- 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 texunits:
- for i, u in texunits:
- if u.unit==0:
- fmt += "_TEXCOORD2"
- else:
- fmt += "_TEXCOORD2%d"%u.unit
- if self.tbn_vecs:
- fmt += "_ATTRIB33_ATTRIB34"
- fmt += "_VERTEX3"
- out_file.begin("vertices", fmt)
- normal = None
- uvs = [None]*len(texunits)
- tan = None
- bino = 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])
- else:
- out_file.write("multitexcoord2", 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)
- 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 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()
-
- out_file.end()
- out_file.end()
-
- progress.set_task("Done", 1.0, 1.0)
-
- for m in bmeshes:
- bpy.data.meshes.remove(m)
+++ /dev/null
-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)
- self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
-
- 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.uvs = mv.uvs[:]
- self.tan = mv.tan
- self.bino = mv.bino
- else:
- self._mvert = mv
- self.uvs = []
- self.tan = None
- self.bino = None
- self.flag = False
- self.faces = []
-
- 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.uvs = []
- self.flag = False
-
- 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,))
-
- def get_neighbors(self):
- neighbors = [e.other_face(self) for e in self.edges]
- return list(filter(bool, neighbors))
-
-
-class Line:
- def __init__(self, e):
- self.edge = e
- self.vertices = e.vertices[:]
- self.flag = False
-
-
-class UvLayer:
- def __init__(self, l, t):
- self._layer = l
- self.uvtex = t
- self.name = self.uvtex.name
- self.unit = None
- self.hidden = False
- dot = self.name.find('.')
- if dot>=0:
- ext = self.name[dot:]
- if ext.startswith(".unit") and ext[5:].isdigit():
- self.unit = int(ext[5:])
- elif ext==".hidden":
- self.hidden = True
-
- def __getattr__(self, attr):
- return getattr(self._layer, attr)
-
-class FakeUvLayer:
- def __init__(self, n):
- self.uvtex = None
- self.name = n
- self.unit = None
- self.hidden = False
-
-class Mesh:
- def __init__(self, m):
- self._mesh = m
-
- self.vertices = [Vertex(v) for v in self.vertices]
- self.faces = [Face(f) for f in self.polygons]
-
- self.materials = self.materials[:]
-
- self.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))]
- self.assign_texture_units()
-
- for f in self.faces:
- f.vertices = [self.vertices[i] for i in f.vertices]
- for v in f.vertices:
- v.faces.append(f)
- for u in self.uv_layers:
- f.uvs.append([u.data[f.loop_indices[i]].uv for i in range(len(f.vertices))])
-
- self.edges = dict([(e.key, Edge(e)) for e in self.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 self.use_auto_smooth:
- smooth_limit = math.cos(self.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
- if other.materials:
- f.material_index = 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 flatten_faces(self):
- for f in self.faces:
- f.use_smooth = False
-
- for e in self.edges.values():
- e.check_smooth(1)
-
- def assign_texture_units(self):
- # Assign texture units for any non-hidden UV layers that lack one
- units = [u.unit for u in self.uv_layers if u.unit is not None]
- if units:
- free_unit = max(units)+1
- else:
- free_unit = 0
- for u in self.uv_layers:
- if u.unit is None:
- if not u.hidden:
- u.unit = free_unit
- free_unit += 1
-
- def generate_material_uv(self):
- self.uv_layers.append(FakeUvLayer("material_tex"))
- self.assign_texture_units()
- for f in self.faces:
- f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))
-
- def split_vertices(self, find_group_func, progress, *args):
- 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, *args))
-
- 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:
- 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, index, progress = None):
- self.split_vertices(self.find_uv_group, progress, index)
-
- 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 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, index):
- uv = face.uvs[index][face.vertices.index(vertex)]
- face.flag = True
- group = [face]
- for f in vertex.faces:
- if not f.flag and f.uvs[index][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:
- fv = f.pivot_vertices(v)
- edge1 = fv[1].co-fv[0].co
- edge2 = fv[-1].co-fv[0].co
- weight = 1
- if len(f.get_edge(fv[0], fv[1]).faces)==1:
- weight += 1
- if len(f.get_edge(fv[0], fv[-1]).faces)==1:
- weight += 1
- v.normal += f.normal*edge1.angle(edge2)*weight
- 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:
- f = v.faces[0]
- i = f.vertices.index(v)
- v.uvs = [u[i] for u in f.uvs]
-
- def compute_tbn(self, index):
- if not self.uv_layers:
- return
-
- for v in self.vertices:
- v.tan = mathutils.Vector()
- v.bino = mathutils.Vector()
- for f in v.faces:
- fv = f.pivot_vertices(v)
- uv0 = fv[0].uvs[index]
- uv1 = fv[1].uvs[index]
- uv2 = fv[-1].uvs[index]
- du1 = uv1[0]-uv0[0]
- du2 = uv2[0]-uv0[0]
- dv1 = uv1[1]-uv0[1]
- dv2 = uv2[1]-uv0[1]
- edge1 = fv[1].co-fv[0].co
- edge2 = fv[-1].co-fv[0].co
- div = (du1*dv2-du2*dv1)
- if div:
- mul = edge1.angle(edge2)/div
- v.tan += (edge1*dv2-edge2*dv1)*mul
- v.bino += (edge2*du1-edge1*du2)*mul
-
- if v.tan.length:
- v.tan.normalize()
- if v.bino.length:
- v.bino.normalize()
-
- def create_strip(self, face, max_len):
- # Find an edge with another unused face next to it
- 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
-
- # Add initial vertices so that we'll complete the edge on the first
- # iteration
- vertices = face.pivot_vertices(*edge.vertices)
- if len(vertices)==3:
- result = [vertices[-1], vertices[0]]
- else:
- result = [vertices[-2], vertices[-1]]
-
- while 1:
- face.flag = True
-
- vertices = face.pivot_vertices(*result[-2:])
- k = len(result)%2
-
- # Quads need special handling because the winding of every other
- # triangle in the strip is reversed
- 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
-
- # Hop over the last edge
- edge = face.get_edge(*result[-2:])
- face = edge.other_face(face)
- if not face or face.flag:
- break
-
- return result
+++ /dev/null
-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)
--- /dev/null
+bl_info = {
+ "name": "Msp GL datafiles",
+ "author": "Mikko Rasa",
+ "location": "File > Export",
+ "description": "Export Msp GL data",
+ "category": "Import-Export" }
+
+if "bpy" in locals():
+ import imp
+ for sub in "export_mesh", "mesh", "outfile", "util":
+ if sub in locals():
+ imp.reload(locals()[sub])
+
+import bpy
+from bpy_extras.io_utils import ExportHelper
+
+class ExportMspGLMeshBase(ExportHelper):
+ 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)
+ export_uv = bpy.props.EnumProperty(name="Export UV", description="Export UV coordinates", default="UNIT0",
+ items=(("NONE", "None", "No UV coordinates are exported"),
+ ("UNIT0", "Unit 0", "UV coordinates for unit 0 are exported"),
+ ("ALL", "All", "All UV coordinates are exported")))
+ tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False)
+ tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="")
+ compound = bpy.props.BoolProperty(name="Compound", description="Combine all selected objects into one for exporting", default=False)
+ smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
+ items=(("NONE", "None", "No smoothing"),
+ ("BLENDER", "Blender", "Use Blender's vertex normals"),
+ ("MSPGL", "MspGL", "Compute vertex normals internally")))
+
+ def execute(self, context):
+ from .export_mesh import MeshExporter
+ exporter = MeshExporter()
+ self.prepare_exporter(exporter)
+ exporter.export(context, self.filepath)
+ return {"FINISHED"}
+
+ def prepare_exporter(self, exporter):
+ for k, v in self.as_keywords().items():
+ setattr(exporter, k, v)
+
+ def draw(self, context):
+ col = self.layout.column()
+ col.prop(self, "export_lines")
+ col.prop(self, "compound")
+ col.prop(self, "smoothing")
+ self.layout.separator()
+ col = self.layout.column()
+ col.label("Triangle strips")
+ col.prop(self, "use_strips")
+ col.prop(self, "use_degen_tris")
+ col.prop(self, "max_strip_len")
+ self.layout.separator()
+ col = self.layout.column()
+ col.label("Vertex cache")
+ col.prop(self, "optimize_cache")
+ col.prop(self, "cache_size")
+ self.layout.separator()
+ col = self.layout.column()
+ col.label("TBN vectors")
+ col.prop(self, "tbn_vecs")
+ col.prop(self, "tbn_uvtex")
+
+class ExportMspGLMesh(bpy.types.Operator, ExportMspGLMeshBase):
+ bl_idname = "export_mesh.mspgl_mesh"
+ bl_label = "Export Msp GL mesh"
+
+ filename_ext = ".mesh"
+
+class ExportMspGLObject(bpy.types.Operator, ExportMspGLMeshBase):
+ bl_idname = "export_mesh.mspgl_object"
+ bl_label = "Export Msp GL object"
+
+ filename_ext = ".object"
+
+ textures = bpy.props.EnumProperty(name="Textures", description="Export textures", default="REF",
+ items=(("NONE", "None", "Ignore textures"),
+ ("REF", "Referenced", "Reference external data"),
+ ("INLINE", "Inline", "Embed textures in the object")))
+ material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False)
+
+ def prepare_exporter(self, exporter):
+ super().prepare_exporter(exporter)
+ exporter.object = True
+
+ def draw(self, context):
+ super().draw(context)
+ self.layout.separator()
+ col = self.layout.column()
+ col.label("Texturing")
+ col.prop(self, "textures")
+ col.prop(self, "material_tex")
+
+def menu_func_export(self, context):
+ self.layout.operator(ExportMspGLMesh.bl_idname, text="Msp GL mesh")
+ self.layout.operator(ExportMspGLObject.bl_idname, text="Msp GL object")
+
+def register():
+ bpy.utils.register_module(__name__)
+
+ bpy.types.INFO_MT_file_export.append(menu_func_export)
+
+def unregister():
+ bpy.utils.unregister_module(__name__)
+
+ bpy.types.INFO_MT_file_export.remove(menu_func_export)
+
+if __name__=="__main__":
+ register()
--- /dev/null
+import bpy
+from .outfile import OutFile
+
+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.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.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"
+
+ 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 score<best:
+ face = f
+ best = score
+
+ if face:
+ # Create a strip starting from the face. This will flag the faces.
+ strip = mesh.create_strip(face, self.max_strip_len)
+ if strip:
+ island_strips.append(strip)
+ else:
+ face.flag = True
+ else:
+ # Couldn't find a candidate face for starting a strip, so we're
+ # done with this island
+ while island_strips:
+ best = 0
+ if cache:
+ # Find the strip that benefits the most from the current
+ # contents of the vertex 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
+
+ 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 = []
+
+ 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.
+ 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.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.material_tex and mesh.materials:
+ mesh.generate_material_uv()
+
+ texunits = []
+ if mesh.uv_layers and self.export_uv!="NONE":
+ # Figure out which UV layers to export
+ if self.export_uv=="UNIT0":
+ if mesh.uv_layers[0].unit==0:
+ texunits = [0]
+ else:
+ texunits = range(len(mesh.uv_layers))
+ 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()
+
+ 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 texunits:
+ for i, u in texunits:
+ if u.unit==0:
+ fmt += "_TEXCOORD2"
+ else:
+ fmt += "_TEXCOORD2%d"%u.unit
+ if self.tbn_vecs:
+ fmt += "_ATTRIB33_ATTRIB34"
+ fmt += "_VERTEX3"
+ out_file.begin("vertices", fmt)
+ normal = None
+ uvs = [None]*len(texunits)
+ tan = None
+ bino = 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])
+ else:
+ out_file.write("multitexcoord2", 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)
+ 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 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()
+
+ out_file.end()
+ out_file.end()
+
+ progress.set_task("Done", 1.0, 1.0)
+
+ for m in bmeshes:
+ bpy.data.meshes.remove(m)
--- /dev/null
+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)
+ self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
+
+ 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.uvs = mv.uvs[:]
+ self.tan = mv.tan
+ self.bino = mv.bino
+ else:
+ self._mvert = mv
+ self.uvs = []
+ self.tan = None
+ self.bino = None
+ self.flag = False
+ self.faces = []
+
+ 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.uvs = []
+ self.flag = False
+
+ 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,))
+
+ def get_neighbors(self):
+ neighbors = [e.other_face(self) for e in self.edges]
+ return list(filter(bool, neighbors))
+
+
+class Line:
+ def __init__(self, e):
+ self.edge = e
+ self.vertices = e.vertices[:]
+ self.flag = False
+
+
+class UvLayer:
+ def __init__(self, l, t):
+ self._layer = l
+ self.uvtex = t
+ self.name = self.uvtex.name
+ self.unit = None
+ self.hidden = False
+ dot = self.name.find('.')
+ if dot>=0:
+ ext = self.name[dot:]
+ if ext.startswith(".unit") and ext[5:].isdigit():
+ self.unit = int(ext[5:])
+ elif ext==".hidden":
+ self.hidden = True
+
+ def __getattr__(self, attr):
+ return getattr(self._layer, attr)
+
+class FakeUvLayer:
+ def __init__(self, n):
+ self.uvtex = None
+ self.name = n
+ self.unit = None
+ self.hidden = False
+
+class Mesh:
+ def __init__(self, m):
+ self._mesh = m
+
+ self.vertices = [Vertex(v) for v in self.vertices]
+ self.faces = [Face(f) for f in self.polygons]
+
+ self.materials = self.materials[:]
+
+ self.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))]
+ self.assign_texture_units()
+
+ for f in self.faces:
+ f.vertices = [self.vertices[i] for i in f.vertices]
+ for v in f.vertices:
+ v.faces.append(f)
+ for u in self.uv_layers:
+ f.uvs.append([u.data[f.loop_indices[i]].uv for i in range(len(f.vertices))])
+
+ self.edges = dict([(e.key, Edge(e)) for e in self.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 self.use_auto_smooth:
+ smooth_limit = math.cos(self.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
+ if other.materials:
+ f.material_index = 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 flatten_faces(self):
+ for f in self.faces:
+ f.use_smooth = False
+
+ for e in self.edges.values():
+ e.check_smooth(1)
+
+ def assign_texture_units(self):
+ # Assign texture units for any non-hidden UV layers that lack one
+ units = [u.unit for u in self.uv_layers if u.unit is not None]
+ if units:
+ free_unit = max(units)+1
+ else:
+ free_unit = 0
+ for u in self.uv_layers:
+ if u.unit is None:
+ if not u.hidden:
+ u.unit = free_unit
+ free_unit += 1
+
+ def generate_material_uv(self):
+ self.uv_layers.append(FakeUvLayer("material_tex"))
+ self.assign_texture_units()
+ for f in self.faces:
+ f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))
+
+ def split_vertices(self, find_group_func, progress, *args):
+ 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, *args))
+
+ 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:
+ 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, index, progress = None):
+ self.split_vertices(self.find_uv_group, progress, index)
+
+ 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 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, index):
+ uv = face.uvs[index][face.vertices.index(vertex)]
+ face.flag = True
+ group = [face]
+ for f in vertex.faces:
+ if not f.flag and f.uvs[index][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:
+ fv = f.pivot_vertices(v)
+ edge1 = fv[1].co-fv[0].co
+ edge2 = fv[-1].co-fv[0].co
+ weight = 1
+ if len(f.get_edge(fv[0], fv[1]).faces)==1:
+ weight += 1
+ if len(f.get_edge(fv[0], fv[-1]).faces)==1:
+ weight += 1
+ v.normal += f.normal*edge1.angle(edge2)*weight
+ 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:
+ f = v.faces[0]
+ i = f.vertices.index(v)
+ v.uvs = [u[i] for u in f.uvs]
+
+ def compute_tbn(self, index):
+ if not self.uv_layers:
+ return
+
+ for v in self.vertices:
+ v.tan = mathutils.Vector()
+ v.bino = mathutils.Vector()
+ for f in v.faces:
+ fv = f.pivot_vertices(v)
+ uv0 = fv[0].uvs[index]
+ uv1 = fv[1].uvs[index]
+ uv2 = fv[-1].uvs[index]
+ du1 = uv1[0]-uv0[0]
+ du2 = uv2[0]-uv0[0]
+ dv1 = uv1[1]-uv0[1]
+ dv2 = uv2[1]-uv0[1]
+ edge1 = fv[1].co-fv[0].co
+ edge2 = fv[-1].co-fv[0].co
+ div = (du1*dv2-du2*dv1)
+ if div:
+ mul = edge1.angle(edge2)/div
+ v.tan += (edge1*dv2-edge2*dv1)*mul
+ v.bino += (edge2*du1-edge1*du2)*mul
+
+ if v.tan.length:
+ v.tan.normalize()
+ if v.bino.length:
+ v.bino.normalize()
+
+ def create_strip(self, face, max_len):
+ # Find an edge with another unused face next to it
+ 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
+
+ # Add initial vertices so that we'll complete the edge on the first
+ # iteration
+ vertices = face.pivot_vertices(*edge.vertices)
+ if len(vertices)==3:
+ result = [vertices[-1], vertices[0]]
+ else:
+ result = [vertices[-2], vertices[-1]]
+
+ while 1:
+ face.flag = True
+
+ vertices = face.pivot_vertices(*result[-2:])
+ k = len(result)%2
+
+ # Quads need special handling because the winding of every other
+ # triangle in the strip is reversed
+ 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
+
+ # Hop over the last edge
+ edge = face.get_edge(*result[-2:])
+ face = edge.other_face(face)
+ if not face or face.flag:
+ break
+
+ return result
--- /dev/null
+import sys
+
+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))
--- /dev/null
+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)