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Improve progress reporting in the Blender exporter
[libs/gl.git] / blender / io_mspgl / export_mesh.py
1 import itertools
2 import bpy
3 import mathutils
4
5 class VertexCache:
6         def __init__(self, size):
7                 self.size = size
8                 self.slots = [-1]*self.size
9
10         def fetch(self, v):
11                 hit = v.index in self.slots
12                 if hit:
13                         self.slots.remove(v.index)
14                 self.slots.append(v.index)
15                 if not hit:
16                         del self.slots[0]
17                 return hit
18
19         def fetch_strip(self, strip):
20                 hits = 0
21                 for v in strip:
22                         if self.fetch(v):
23                                 hits += 1
24                 return hits
25
26         def test_strip(self, strip):
27                 hits = 0
28                 for i in range(len(strip)):
29                         if i>=self.size:
30                                 break
31                         if strip[i].index in self.slots[i:]:
32                                 hits += 1
33                 return hits
34
35
36 class MeshExporter:
37         def __init__(self):
38                 self.show_progress = True
39                 self.use_strips = True
40                 self.use_degen_tris = False
41                 self.max_strip_len = 1024
42                 self.optimize_cache = True
43                 self.cache_size = 64
44                 self.material_tex = False
45
46         def stripify(self, mesh, progress=None):
47                 for f in mesh.faces:
48                         f.flag = False
49
50                 faces_done = 0
51                 strips = []
52                 loose = []
53
54                 cache = None
55                 if self.optimize_cache:
56                         cache = VertexCache(self.cache_size)
57
58                 island = []
59                 face_neighbors = []
60                 island_strips = []
61                 while 1:
62                         if not island:
63                                 # No current island; find any unused face to start from
64                                 queue = []
65                                 for f in mesh.faces:
66                                         if not f.flag:
67                                                 f.flag = True
68                                                 queue.append(f)
69                                                 break
70
71                                 if not queue:
72                                         break
73
74                                 # Find all faces connected to the first one
75                                 while queue:
76                                         face = queue.pop(0)
77                                         island.append(face)
78
79                                         for n in face.get_neighbors():
80                                                 if not n.flag:
81                                                         n.flag = True
82                                                         queue.append(n)
83
84                                 face_neighbors = [f.get_neighbors() for f in island]
85
86                                 # Unflag the island for the next phase
87                                 for f in island:
88                                         f.flag = False
89
90                         # Find an unused face with as few unused neighbors as possible, but
91                         # at least one.  This heuristic gives a preference to faces in corners
92                         # or along borders of a non-closed island.
93                         best = 5
94                         face = None
95                         for i, f in enumerate(island):
96                                 if f.flag:
97                                         continue
98
99                                 score = sum(not n.flag for n in face_neighbors[i])
100                                 if score>0 and score<best:
101                                         face = f
102                                         best = score
103
104                         if face:
105                                 # Create a strip starting from the face.  This will flag the faces.
106                                 strip = mesh.create_strip(face, self.max_strip_len)
107                                 if strip:
108                                         island_strips.append(strip)
109                                 else:
110                                         face.flag = True
111                         else:
112                                 # Couldn't find a candidate face for starting a strip, so we're
113                                 # done with this island
114                                 while island_strips:
115                                         best = 0
116                                         if cache:
117                                                 # Find the strip that benefits the most from the current
118                                                 # contents of the vertex cache
119                                                 best_hits = 0
120                                                 for i in range(len(island_strips)):
121                                                         hits = cache.test_strip(island_strips[i])
122                                                         if hits>best_hits:
123                                                                 best = i
124                                                                 best_hits = hits
125
126                                         strip = island_strips.pop(best)
127                                         strips.append(strip)
128
129                                         if cache:
130                                                 cache.fetch_strip(strip)
131
132                                 faces_done += len(island)
133                                 progress.set_progress(faces_done/len(mesh.faces))
134
135                                 # Collect any faces that weren't used in strips
136                                 loose += [f for f in island if not f.flag]
137                                 for f in island:
138                                         f.flag = True
139
140                                 island = []
141                                 island_strips = []
142
143                 if cache:
144                         cache = VertexCache(self.cache_size)
145                         total_hits = 0
146
147                 if self.use_degen_tris and strips:
148                         big_strip = []
149
150                         for s in strips:
151                                 if big_strip:
152                                         # Generate glue elements, ensuring that the next strip begins at
153                                         # an even position
154                                         glue = [big_strip[-1], s[0]]
155                                         if len(big_strip)%2:
156                                                 glue += [s[0]]
157
158                                         big_strip += glue
159                                         if cache:
160                                                 total_hits += cache.fetch_strip(glue)
161
162                                 big_strip += s
163                                 if cache:
164                                         total_hits += cache.fetch_strip(s)
165
166                         for f in loose:
167                                 # Add loose faces to the end.  This wastes space, using five
168                                 # elements per triangle and six elements per quad.
169                                 if len(big_strip)%2:
170                                         order = (-1, -2, 0, 1)
171                                 else:
172                                         order = (0, 1, -1, -2)
173                                 vertices = [f.vertices[i] for i in order[:len(f.vertices)]]
174
175                                 if big_strip:
176                                         glue = [big_strip[-1], vertices[0]]
177                                         big_strip += glue
178                                         if cache:
179                                                 total_hits += cache.fetch_strip(glue)
180
181                                 big_strip += vertices
182                                 if cache:
183                                         total_hits += cache.fetch_strip(vertices)
184
185                         strips = [big_strip]
186                         loose = []
187
188                 return strips, loose
189
190         def export(self, context, out_file, obj=None, progress=None):
191                 if obj is None:
192                         obj = context.active_object
193
194                 from .mesh import create_mesh_from_object
195                 from .util import Progress
196
197                 if not progress:
198                         progress = Progress(self.show_progress and context)
199                 progress.push_task("", 0.0, 0.65)
200
201                 mesh = create_mesh_from_object(context, obj, progress)
202
203                 strips = []
204                 loose = mesh.faces
205                 if self.use_strips:
206                         progress.set_task("Creating strips", 0.65, 0.95)
207                         strips, loose = self.stripify(mesh, progress)
208
209                 progress.set_task("Writing file", 0.95, 1.0)
210
211                 from .outfile import open_output
212                 out_file = open_output(out_file)
213
214                 fmt = ["NORMAL3"]
215                 if mesh.uv_layers:
216                         for u in mesh.uv_layers:
217                                 size = str(len(u.uvs[0]))
218                                 if u.unit==0:
219                                         fmt.append("TEXCOORD"+size)
220                                 else:
221                                         fmt.append("TEXCOORD%s_%d"%(size, u.unit))
222                         if mesh.tbn_vecs:
223                                 fmt += ["TANGENT3", "BINORMAL3"]
224                 if mesh.vertex_groups:
225                         fmt.append("ATTRIB%d_5"%(mesh.max_groups_per_vertex*2))
226                 fmt.append("VERTEX3")
227                 out_file.begin("vertices", *fmt)
228                 normal = None
229                 uvs = {}
230                 tan = None
231                 bino = None
232                 group = None
233                 for v in mesh.vertices:
234                         if v.normal!=normal:
235                                 out_file.write("normal3", *v.normal)
236                                 normal = v.normal
237                         for i, u in enumerate(mesh.uv_layers):
238                                 if v.uvs[i]!=uvs.get(i):
239                                         size = str(len(v.uvs[i]))
240                                         if u.unit==0:
241                                                 out_file.write("texcoord"+size, *v.uvs[i])
242                                         else:
243                                                 out_file.write("multitexcoord"+size, u.unit, *v.uvs[i])
244                                         uvs[i] = v.uvs[i]
245                         if mesh.tbn_vecs:
246                                 if v.tan!=tan:
247                                         out_file.write("tangent3", *v.tan)
248                                         tan = v.tan
249                                 if v.bino!=bino:
250                                         out_file.write("binormal3", *v.bino)
251                                         bino = v.bino
252                         if mesh.vertex_groups:
253                                 group_attr = [(group_index_map[g.group], g.weight*v.group_weight_scale) for g in v.groups[:mesh.max_groups_per_vertex]]
254                                 while len(group_attr)<mesh.max_groups_per_vertex:
255                                         group_attr.append((0, 0.0))
256                                 group_attr = list(itertools.chain(*group_attr))
257                                 if group_attr!=group:
258                                         out_file.write("attrib%d"%len(group_attr), 5, *group_attr)
259                                         group = group_attr
260                         out_file.write("vertex3", *v.co)
261                 out_file.end()
262                 for s in strips:
263                         out_file.begin("batch", "TRIANGLE_STRIP")
264                         indices = []
265                         n = 0
266                         for v in s:
267                                 indices.append(v.index)
268                                 if len(indices)>=32:
269                                         out_file.write("indices", *indices)
270                                         indices = []
271                         if indices:
272                                 out_file.write("indices", *indices)
273                         out_file.end()
274
275                 if loose:
276                         out_file.begin("batch", "TRIANGLES")
277                         for f in loose:
278                                 for i in range(2, len(f.vertices)):
279                                         out_file.write("indices", f.vertices[0].index, f.vertices[i-1].index, f.vertices[i].index)
280                         out_file.end()
281
282                 if mesh.lines:
283                         out_file.begin("batch", "LINES")
284                         for l in mesh.lines:
285                                 out_file.write("indices", l.vertices[0].index, l.vertices[1].index)
286                         out_file.end()
287
288                 if mesh.winding_test:
289                         out_file.write("winding", "COUNTERCLOCKWISE")
290
291                 progress.pop_task()
292
293                 return mesh