]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/export_mesh.py
Major rework of mesh handling in Blender exporter
[libs/gl.git] / blender / io_mspgl / export_mesh.py
index b695b40e1e09af236ee8d1d0cde3c0703a56f4a9..6d90c8faf6d5f435ac4daec803e8a02cb0200b86 100644 (file)
@@ -192,24 +192,7 @@ class MeshExporter:
                if obj is None:
                        obj = context.active_object
 
-               objs = [(obj, mathutils.Matrix())]
-               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
-
-               if not objs:
-                       raise Exception("Nothing to export")
-               for o, m in objs:
-                       if o.type!="MESH":
-                               raise Exception("Can only export Mesh data")
-
-               from .mesh import Mesh
+               from .mesh import create_mesh_from_object
                from .util import Progress
 
                if self.show_progress:
@@ -219,84 +202,7 @@ class MeshExporter:
                else:
                        progress = None
 
-               mesh = None
-               bmeshes = []
-               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 = me
-                       else:
-                               mesh.splice(me)
-
-               if progress:
-                       progress.set_task("Smoothing", 0.05, 0.35)
-               if mesh.smoothing=="NONE":
-                       mesh.flatten_faces()
-               mesh.split_smooth(progress)
-
-               if mesh.smoothing!="BLENDER":
-                       mesh.compute_normals()
-
-               if mesh.vertex_groups:
-                       mesh.sort_vertex_groups(mesh.max_groups_per_vertex)
-
-                       # Create a mapping from vertex group indices to bone indices
-                       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 first_obj.vertex_groups:
-                                       if g.name in bone_indices:
-                                               group_index_map[g.index] = bone_indices[g.name]
-
-               if self.material_tex and mesh.materials:
-                       mesh.generate_material_uv()
-
-               texunits = []
-               force_unit0 = False
-               if mesh.uv_layers and (mesh.use_uv!="NONE" or self.material_tex):
-                       # Figure out which UV layers to export
-                       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 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 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:
-                               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 mesh.tbn_vecs and u.name==mesh.tbn_uvtex:
-                                       mesh.compute_uv()
-                                       mesh.compute_tbn(i)
-
-                       mesh.compute_uv()
+               mesh = create_mesh_from_object(context, obj, progress)
 
                strips = []
                loose = mesh.faces
@@ -312,10 +218,10 @@ class MeshExporter:
                out_file = open_output(out_file)
 
                fmt = ["NORMAL3"]
-               if texunits:
-                       for i, u in texunits:
-                               size = str(len(mesh.vertices[0].uvs[i]))
-                               if u.unit==0 or force_unit0:
+               if mesh.uv_layers:
+                       for u in mesh.uv_layers:
+                               size = str(len(u.uvs[0]))
+                               if u.unit==0:
                                        fmt.append("TEXCOORD"+size)
                                else:
                                        fmt.append("TEXCOORD%s_%d"%(size, u.unit))
@@ -334,10 +240,10 @@ class MeshExporter:
                        if v.normal!=normal:
                                out_file.write("normal3", *v.normal)
                                normal = v.normal
-                       for i, u in texunits:
+                       for i, u in enumerate(mesh.uv_layers):
                                if v.uvs[i]!=uvs.get(i):
                                        size = str(len(v.uvs[i]))
-                                       if u.unit==0 or force_unit0:
+                                       if u.unit==0:
                                                out_file.write("texcoord"+size, *v.uvs[i])
                                        else:
                                                out_file.write("multitexcoord"+size, u.unit, *v.uvs[i])
@@ -379,19 +285,16 @@ class MeshExporter:
                                        out_file.write("indices", f.vertices[0].index, f.vertices[i-1].index, f.vertices[i].index)
                        out_file.end()
 
-               if mesh.use_lines and mesh.lines:
+               if 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 winding_test:
+               if mesh.winding_test:
                        out_file.write("winding", "COUNTERCLOCKWISE")
 
                if progress:
                        progress.set_task("Done", 1.0, 1.0)
 
-               for m in bmeshes:
-                       bpy.data.meshes.remove(m)
-
                return mesh