]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/export_mesh.py
Move most properties from exporters to the relevant types
[libs/gl.git] / blender / io_mspgl / export_mesh.py
index 3da09f9ab92d99cc918cf7375ed692e3f12aeb63..3873bf329e627f2d108085b73cc0ca76b1c2b8af 100644 (file)
@@ -1,6 +1,6 @@
 import itertools
 import bpy
-from .outfile import OutFile
+import mathutils
 
 class VertexCache:
        def __init__(self, size):
@@ -35,24 +35,16 @@ class VertexCache:
 
 class MeshExporter:
        def __init__(self):
+               self.show_progress = True
                self.use_strips = True
-               self.use_degen_tris = True
+               self.use_degen_tris = False
                self.max_strip_len = 1024
-               self.optimize_cache = False
+               self.optimize_cache = True
                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"
-               self.export_groups = False
-               self.max_groups = 2
 
-       def stripify(self, mesh, progress = None):
+       def stripify(self, mesh, progress=None):
                for f in mesh.faces:
                        f.flag = False
 
@@ -65,6 +57,7 @@ class MeshExporter:
                        cache = VertexCache(self.cache_size)
 
                island = []
+               face_neighbors = []
                island_strips = []
                while 1:
                        if not island:
@@ -84,11 +77,13 @@ class MeshExporter:
                                        face = queue.pop(0)
                                        island.append(face)
 
-                                       for n in f.get_neighbors():
+                                       for n in face.get_neighbors():
                                                if not n.flag:
                                                        n.flag = True
                                                        queue.append(n)
 
+                               face_neighbors = [f.get_neighbors() for f in island]
+
                                # Unflag the island for the next phase
                                for f in island:
                                        f.flag = False
@@ -98,11 +93,11 @@ class MeshExporter:
                        # or along borders of a non-closed island.
                        best = 5
                        face = None
-                       for f in island:
+                       for i, f in enumerate(island):
                                if f.flag:
                                        continue
 
-                               score = sum(not n.flag for n in f.get_neighbors())
+                               score = sum(not n.flag for n in face_neighbors[i])
                                if score>0 and score<best:
                                        face = f
                                        best = score
@@ -194,51 +189,77 @@ class MeshExporter:
 
                return strips, loose
 
-       def export(self, context, fn):
+       def export(self, context, out_file, objs=None, progress=None):
+               if objs:
+                       objs = [(o, mathutils.Matrix()) for o in objs]
+
                if self.compound:
-                       objs = context.selected_objects
-               else:
-                       objs = [context.active_object]
+                       if objs is None:
+                               objs = [(o, mathutils.Matrix()) for o in context.selected_objects]
+                       check = objs
+                       while check:
+                               children = []
+                               for o, m in check:
+                                       for c in o.children:
+                                               if c.compound:
+                                                       children.append((c, m*c.matrix_local))
+                               objs += children
+                               check = children
+               elif objs is None:
+                       objs = [(context.active_object, mathutils.Matrix())]
 
                if not objs:
                        raise Exception("Nothing to export")
-               for o in objs:
+               for o, m 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)
+               if self.show_progress:
+                       if not progress:
+                               progress = Progress(context)
+                       progress.set_task("Preparing", 0.0, 0.0)
+               else:
+                       progress = None
 
                mesh = None
                bmeshes = []
-               for o in objs:
+               winding_test = False
+               for o, m in objs:
+                       if o.data.winding_test:
+                               winding_test = True
+                       if o.material_tex:
+                               self.material_tex = True
                        bmesh = o.to_mesh(context.scene, True, "PREVIEW")
                        bmeshes.append(bmesh)
+                       me = Mesh(bmesh)
+                       me.transform(m)
                        if not mesh:
-                               mesh = Mesh(bmesh)
+                               mesh = me
                        else:
-                               mesh.splice(Mesh(bmesh))
+                               mesh.splice(me)
 
-               progress.set_task("Smoothing", 0.05, 0.35)
-               if self.smoothing=="NONE":
+               if progress:
+                       progress.set_task("Smoothing", 0.05, 0.35)
+               if mesh.smoothing=="NONE":
                        mesh.flatten_faces()
                mesh.split_smooth(progress)
 
-               if self.smoothing!="BLENDER":
+               if mesh.smoothing!="BLENDER":
                        mesh.compute_normals()
 
-               if self.export_groups:
-                       mesh.sort_vertex_groups(self.max_groups)
+               if mesh.vertex_groups:
+                       mesh.sort_vertex_groups(mesh.max_groups_per_vertex)
 
                        # Create a mapping from vertex group indices to bone indices
-                       group_index_map = dict((i, i) for i in range(len(objs[0].vertex_groups)))
-                       if objs[0].parent and objs[0].parent.type=="ARMATURE":
-                               armature = objs[0].parent.data
+                       first_obj = objs[0][0]
+                       group_index_map = dict((i, i) for i in range(len(first_obj.vertex_groups)))
+                       if first_obj.parent and first_obj.parent.type=="ARMATURE":
+                               armature = first_obj.parent.data
                                bone_indices = dict((armature.bones[i].name, i) for i in range(len(armature.bones)))
-                               for g in objs[0].vertex_groups:
+                               for g in first_obj.vertex_groups:
                                        if g.name in bone_indices:
                                                group_index_map[g.index] = bone_indices[g.name]
 
@@ -246,29 +267,37 @@ class MeshExporter:
                        mesh.generate_material_uv()
 
                texunits = []
-               if mesh.uv_layers and self.export_uv!="NONE":
+               force_unit0 = False
+               if mesh.uv_layers and (mesh.use_uv!="NONE" or self.material_tex):
                        # Figure out which UV layers to export
-                       if self.export_uv=="UNIT0":
-                               if mesh.uv_layers[0].unit==0:
-                                       texunits = [0]
-                       else:
+                       if mesh.use_uv=="ALL":
                                texunits = range(len(mesh.uv_layers))
+                       elif self.material_tex:
+                               # The material UV layer is always the last one
+                               texunits = [len(mesh.uv_layers)-1]
+                               force_unit0 = True
+                       else:
+                               for i, u in enumerate(mesh.uv_layers):
+                                       if u.unit==0:
+                                               texunits = [i]
+                                               break
                        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:
+                       if mesh.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)
+                               if mesh.tbn_uvtex in uv_names:
+                                       tbn_index = uv_names.index(mesh.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))
+                               if progress:
+                                       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:
+                               if mesh.tbn_vecs and u.name==mesh.tbn_uvtex:
                                        mesh.compute_uv()
                                        mesh.compute_tbn(i)
 
@@ -277,30 +306,32 @@ class MeshExporter:
                strips = []
                loose = mesh.faces
                if self.use_strips:
-                       progress.set_task("Creating strips", 0.65, 0.95)
+                       if progress:
+                               progress.set_task("Creating strips", 0.65, 0.95)
                        strips, loose = self.stripify(mesh, progress)
 
-               progress.set_task("Writing file", 0.95, 1.0)
+               if progress:
+                       progress.set_task("Writing file", 0.95, 1.0)
 
-               out_file = OutFile(fn)
-               if self.object:
-                       out_file.begin("mesh")
+               from .outfile import open_output
+               out_file = open_output(out_file)
 
                fmt = ["NORMAL3"]
                if texunits:
                        for i, u in texunits:
-                               if u.unit==0:
-                                       fmt.append("TEXCOORD2")
+                               size = str(len(mesh.vertices[0].uvs[i]))
+                               if u.unit==0 or force_unit0:
+                                       fmt.append("TEXCOORD"+size)
                                else:
-                                       fmt.append("TEXCOORD2_%d"%u.unit)
-                       if self.tbn_vecs:
+                                       fmt.append("TEXCOORD%s_%d"%(size, u.unit))
+                       if mesh.tbn_vecs:
                                fmt += ["TANGENT3", "BINORMAL3"]
-               if self.export_groups:
-                       fmt.append("ATTRIB%d_5"%(self.max_groups*2))
+               if mesh.vertex_groups:
+                       fmt.append("ATTRIB%d_5"%(mesh.max_groups_per_vertex*2))
                fmt.append("VERTEX3")
                out_file.begin("vertices", *fmt)
                normal = None
-               uvs = [None]*len(texunits)
+               uvs = {}
                tan = None
                bino = None
                group = None
@@ -309,22 +340,23 @@ class MeshExporter:
                                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])
+                               if v.uvs[i]!=uvs.get(i):
+                                       size = str(len(v.uvs[i]))
+                                       if u.unit==0 or force_unit0:
+                                               out_file.write("texcoord"+size, *v.uvs[i])
                                        else:
-                                               out_file.write("multitexcoord2", u.unit, *v.uvs[i])
+                                               out_file.write("multitexcoord"+size, u.unit, *v.uvs[i])
                                        uvs[i] = v.uvs[i]
-                       if self.tbn_vecs:
+                       if mesh.tbn_vecs:
                                if v.tan!=tan:
                                        out_file.write("tangent3", *v.tan)
                                        tan = v.tan
                                if v.bino!=bino:
                                        out_file.write("binormal3", *v.bino)
                                        bino = v.bino
-                       if self.export_groups:
-                               group_attr = [(group_index_map[g.group], g.weight*v.group_weight_scale) for g in v.groups[:self.max_groups]]
-                               while len(group_attr)<self.max_groups:
+                       if mesh.vertex_groups:
+                               group_attr = [(group_index_map[g.group], g.weight*v.group_weight_scale) for g in v.groups[:mesh.max_groups_per_vertex]]
+                               while len(group_attr)<mesh.max_groups_per_vertex:
                                        group_attr.append((0, 0.0))
                                group_attr = list(itertools.chain(*group_attr))
                                if group_attr!=group:
@@ -352,85 +384,19 @@ class MeshExporter:
                                        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")
+               if mesh.use_lines and mesh.lines:
+                       out_file.begin("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()
+               if winding_test:
+                       out_file.write("winding", "COUNTERCLOCKWISE")
 
-               progress.set_task("Done", 1.0, 1.0)
+               if progress:
+                       progress.set_task("Done", 1.0, 1.0)
 
                for m in bmeshes:
                        bpy.data.meshes.remove(m)
+
+               return mesh