]> 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 cc8ee6ff9abbc1696fe2e13b16e752761ae7c58c..6d90c8faf6d5f435ac4daec803e8a02cb0200b86 100644 (file)
@@ -1,5 +1,6 @@
 import itertools
 import bpy
+import mathutils
 
 class VertexCache:
        def __init__(self, size):
@@ -34,22 +35,15 @@ 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.material_tex = False
-               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
 
@@ -62,6 +56,7 @@ class MeshExporter:
                        cache = VertexCache(self.cache_size)
 
                island = []
+               face_neighbors = []
                island_strips = []
                while 1:
                        if not island:
@@ -81,11 +76,13 @@ 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
@@ -95,11 +92,11 @@ 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
@@ -191,128 +188,51 @@ class MeshExporter:
 
                return strips, loose
 
-       def export(self, context, out_file):
-               if self.compound:
-                       objs = context.selected_objects
-                       check = objs
-                       while check:
-                               children = []
-                               for o in check:
-                                       for c in o.children:
-                                               if c.compound:
-                                                       children.append(c)
-                               objs += children
-                               check = children
-               else:
-                       objs = [context.active_object]
-
-               if not objs:
-                       raise Exception("Nothing to export")
-               for o in objs:
-                       if o.type!="MESH":
-                               raise Exception("Can only export Mesh data")
+       def export(self, context, out_file, obj=None, progress=None):
+               if obj is None:
+                       obj = context.active_object
 
-               from .mesh import Mesh
+               from .mesh import create_mesh_from_object
                from .util import Progress
 
-               progress = Progress(context)
-               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:
-                       bmesh = o.to_mesh(context.scene, True, "PREVIEW")
-                       bmeshes.append(bmesh)
-                       if not mesh:
-                               mesh = Mesh(bmesh)
-                       else:
-                               mesh.splice(Mesh(bmesh))
-
-               progress.set_task("Smoothing", 0.05, 0.35)
-               if self.smoothing=="NONE":
-                       mesh.flatten_faces()
-               mesh.split_smooth(progress)
-
-               if self.smoothing!="BLENDER":
-                       mesh.compute_normals()
-
-               if self.export_groups:
-                       mesh.sort_vertex_groups(self.max_groups)
-
-                       # 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
-                               bone_indices = dict((armature.bones[i].name, i) for i in range(len(armature.bones)))
-                               for g in objs[0].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 (self.export_uv!="NONE" or self.material_tex):
-                       # Figure out which UV layers to export
-                       if self.export_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:
-                               # 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()
+               mesh = create_mesh_from_object(context, obj, progress)
 
                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)
 
                from .outfile import open_output
                out_file = open_output(out_file)
 
                fmt = ["NORMAL3"]
-               if texunits:
-                       for i, u in texunits:
-                               if u.unit==0 or force_unit0:
-                                       fmt.append("TEXCOORD2")
+               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("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]*(max(u[0] for u in texunits)+1)
+               uvs = {}
                tan = None
                bino = None
                group = None
@@ -320,23 +240,24 @@ class MeshExporter:
                        if v.normal!=normal:
                                out_file.write("normal3", *v.normal)
                                normal = v.normal
-                       for i, u in texunits:
-                               if v.uvs[i]!=uvs[i]:
-                                       if u.unit==0 or force_unit0:
-                                               out_file.write("texcoord2", *v.uvs[i])
+                       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:
+                                               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:
@@ -364,15 +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 self.export_lines and mesh.lines:
-                       out_file.write("batch", "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()
 
-               progress.set_task("Done", 1.0, 1.0)
+               if mesh.winding_test:
+                       out_file.write("winding", "COUNTERCLOCKWISE")
 
-               for m in bmeshes:
-                       bpy.data.meshes.remove(m)
+               if progress:
+                       progress.set_task("Done", 1.0, 1.0)
 
                return mesh