+import itertools
import bpy
-from .outfile import OutFile
class VertexCache:
def __init__(self, size):
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):
for f in mesh.faces:
return strips, loose
- def export(self, context, fn):
+ def export(self, context, out_file):
if self.compound:
objs = context.selected_objects
else:
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()
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"
+ fmt = ["NORMAL3"]
if texunits:
for i, u in texunits:
if u.unit==0:
- fmt += "_TEXCOORD2"
+ fmt.append("TEXCOORD2")
else:
- fmt += "_TEXCOORD2%d"%u.unit
+ fmt.append("TEXCOORD2_%d"%u.unit)
if self.tbn_vecs:
- fmt += "_ATTRIB33_ATTRIB34"
- fmt += "_VERTEX3"
- out_file.begin("vertices", fmt)
+ fmt += ["TANGENT3", "BINORMAL3"]
+ if self.export_groups:
+ fmt.append("ATTRIB%d_5"%(self.max_groups*2))
+ fmt.append("VERTEX3")
+ out_file.begin("vertices", *fmt)
normal = None
uvs = [None]*len(texunits)
tan = None
bino = None
+ group = None
for v in mesh.vertices:
if v.normal!=normal:
out_file.write("normal3", *v.normal)
uvs[i] = v.uvs[i]
if self.tbn_vecs:
if v.tan!=tan:
- out_file.write("attrib3", 3, *v.tan)
+ out_file.write("tangent3", *v.tan)
tan = v.tan
if v.bino!=bino:
- out_file.write("attrib3", 4, *v.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:
+ group_attr.append((0, 0.0))
+ group_attr = list(itertools.chain(*group_attr))
+ if group_attr!=group:
+ out_file.write("attrib%d"%len(group_attr), 5, *group_attr)
+ group = group_attr
out_file.write("vertex3", *v.co)
out_file.end()
for s in strips:
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()
-
progress.set_task("Done", 1.0, 1.0)
for m in bmeshes:
bpy.data.meshes.remove(m)
+
+ return mesh