-# $Id: mesh_export.py 137 2010-12-05 19:22:35Z tdb $
-
import bpy
class VertexCache:
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:
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:
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])
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)
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]]
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:
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)
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
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:
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()