]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mesh_mspgl/export_mspgl.py
Fix bugs that crept in with refactoring
[libs/gl.git] / blender / io_mesh_mspgl / export_mspgl.py
index 6de38f8722935d884f45c4fbc441bca1e28926f7..c0fd96e9b5e71550f9a0b90bf1aeef2b113b5089 100644 (file)
@@ -1,5 +1,3 @@
-# $Id: mesh_export.py 137 2010-12-05 19:22:35Z tdb $
-
 import bpy
 
 class VertexCache:
@@ -71,10 +69,14 @@ class Exporter:
                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:
@@ -92,6 +94,7 @@ class Exporter:
                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:
@@ -102,38 +105,49 @@ class Exporter:
                                if not queue:
                                        break
 
+                               # Find all faces connected to the first one
                                while queue:
-                                       f = queue[0]
-                                       del queue[0]
-                                       island.append(f)
+                                       face = queue.pop(0)
+                                       island.append(face)
 
-                                       for e in f.edges:
-                                               other = e.other_face(f)
-                                               if other and not other.flag:
-                                                       other.flag = True
-                                                       queue.append(other)
+                                       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 = 0
-                               for e in f.edges:
-                                       other = e.other_face(f)
-                                       if other and not other.flag:
-                                               score += 1
+
+                               score = sum(not n.flag for n in f.get_neighbors())
                                if score>0 and score<best:
                                        face = f
                                        best = score
 
-                       if not face:
+                       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])
@@ -141,28 +155,23 @@ class Exporter:
                                                                best = i
                                                                best_hits = hits
 
-                                       s = island_strips[best]
-                                       del island_strips[best]
-                                       strips.append(s)
+                                       strip = island_strips.pop(best)
+                                       strips.append(strip)
 
                                        if cache:
-                                               cache.fetch_strip(s)
+                                               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 = []
-                               continue
-
-                       strip = mesh.create_strip(face, self.max_strip_len)
-                       if strip:
-                               island_strips.append(strip)
 
                if cache:
                        cache = VertexCache(self.cache_size)
@@ -173,6 +182,8 @@ class Exporter:
 
                        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]]
@@ -186,6 +197,8 @@ class Exporter:
                                        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:
@@ -228,7 +241,7 @@ class Exporter:
                mesh = None
                bmeshes = []
                for o in objs:
-                       bmesh = o.create_mesh(context.scene, True, "PREVIEW")
+                       bmesh = o.to_mesh(context.scene, True, "PREVIEW")
                        bmeshes.append(bmesh)
                        if not mesh:
                                mesh = Mesh(bmesh)
@@ -236,20 +249,44 @@ class Exporter:
                                mesh.splice(Mesh(bmesh))
 
                progress.set_task("Smoothing", 0.05, 0.35)
-               mesh.split_smooth()
+               if self.smoothing=="NONE":
+                       mesh.flatten_faces()
+               mesh.split_smooth(progress)
 
-               mesh.compute_normals()
+               if self.smoothing!="BLENDER":
+                       mesh.compute_normals()
 
-               if self.material_tex:
+               if self.material_tex and mesh.materials:
                        mesh.generate_material_uv()
 
-               if mesh.has_uv:
-                       progress.set_task("Splitting UVs", 0.35, 0.65)
-                       mesh.split_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]
 
-                       mesh.compute_uv()
                        if self.tbn_vecs:
-                               mesh.compute_tbn()
+                               # 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
@@ -264,29 +301,38 @@ class Exporter:
                        out_file.begin("mesh")
 
                fmt = "NORMAL3"
-               if mesh.has_uv:
-                       fmt += "_TEXCOORD2"
+               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
-               uv = 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
-                       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
+                       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:
@@ -319,31 +365,71 @@ class Exporter:
                        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()
+                       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()