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[libs/gl.git] / blender / io_mspgl / export_mesh.py
index e429d7ae35ccd3c9daf4350e5decaf6e395084cb..e620b86f22ab9f0ebe155eb8ed50d3bcd9615789 100644 (file)
 import itertools
 import bpy
-
-class VertexCache:
-       def __init__(self, size):
-               self.size = size
-               self.slots = [-1]*self.size
-
-       def fetch(self, v):
-               hit = v.index in self.slots
-               if hit:
-                       self.slots.remove(v.index)
-               self.slots.append(v.index)
-               if not hit:
-                       del self.slots[0]
-               return hit
-
-       def fetch_strip(self, strip):
-               hits = 0
-               for v in strip:
-                       if self.fetch(v):
-                               hits += 1
-               return hits
-
-       def test_strip(self, strip):
-               hits = 0
-               for i in range(len(strip)):
-                       if i>=self.size:
-                               break
-                       if strip[i].index in self.slots[i:]:
-                               hits += 1
-               return hits
-
+import mathutils
 
 class MeshExporter:
        def __init__(self):
+               self.show_progress = True
                self.use_strips = True
                self.use_degen_tris = False
-               self.max_strip_len = 1024
-               self.optimize_cache = True
-               self.cache_size = 64
-               self.export_lines = False
-               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):
-               for f in mesh.faces:
-                       f.flag = False
-
-               faces_done = 0
-               strips = []
-               loose = []
-
-               cache = None
-               if self.optimize_cache:
-                       cache = VertexCache(self.cache_size)
-
-               island = []
-               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:
-                                               f.flag = True
-                                               queue.append(f)
-                                               break
-
-                               if not queue:
-                                       break
-
-                               # Find all faces connected to the first one
-                               while queue:
-                                       face = queue.pop(0)
-                                       island.append(face)
-
-                                       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 = sum(not n.flag for n in f.get_neighbors())
-                               if score>0 and score<best:
-                                       face = f
-                                       best = score
-
-                       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])
-                                                       if hits>best_hits:
-                                                               best = i
-                                                               best_hits = hits
-
-                                       strip = island_strips.pop(best)
-                                       strips.append(strip)
-
-                                       if cache:
-                                               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 = []
-
-               if cache:
-                       cache = VertexCache(self.cache_size)
-                       total_hits = 0
-
-               if self.use_degen_tris and strips:
-                       big_strip = []
-
-                       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]]
-
-                                       big_strip += glue
-                                       if cache:
-                                               total_hits += cache.fetch_strip(glue)
 
-                               big_strip += s
-                               if cache:
-                                       total_hits += cache.fetch_strip(s)
+       def join_strips(self, strips):
+               big_strip = []
 
-                       for f in loose:
-                               # Add loose faces to the end.  This wastes space, using five
-                               # elements per triangle and six elements per quad.
+               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:
-                                       order = (-1, -2, 0, 1)
-                               else:
-                                       order = (0, 1, -1, -2)
-                               vertices = [f.vertices[i] for i in order[:len(f.vertices)]]
-
-                               if big_strip:
-                                       glue = [big_strip[-1], vertices[0]]
-                                       big_strip += glue
-                                       if cache:
-                                               total_hits += cache.fetch_strip(glue)
-
-                               big_strip += vertices
-                               if cache:
-                                       total_hits += cache.fetch_strip(vertices)
+                                       glue += [s[0]]
 
-                       strips = [big_strip]
-                       loose = []
+                               big_strip += glue
 
-               return strips, loose
+                       big_strip += s
 
-       def export(self, context, out_file, objs=None):
-               if self.compound:
-                       if objs is None:
-                               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
-               elif objs is None:
-                       objs = [context.active_object]
+               return big_strip
 
-               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_to_file(self, context, out_fn):
+               obj = context.active_object
 
-               from .mesh import Mesh
                from .util import Progress
 
-               progress = Progress(context)
-               progress.set_task("Preparing", 0.0, 0.0)
-
-               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()
-
-               strips = []
-               loose = mesh.faces
-               if self.use_strips:
-                       progress.set_task("Creating strips", 0.65, 0.95)
-                       strips, loose = self.stripify(mesh, 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")
+               progress = Progress(self.show_progress and context)
+               progress.push_task("", 0.0, 0.95)
+               resource = self.export_mesh(context, obj, progress)
+
+               with open(out_fn, "w") as out_file:
+                       for s in resource.statements:
+                               s.write_to_file(out_file)
+
+       def export_mesh(self, context, mesh_or_obj, progress):
+               from .mesh import Mesh, create_mesh_from_object
+
+               if type(mesh_or_obj)==Mesh:
+                       mesh = mesh_or_obj
+               else:
+                       progress.push_task("", 0.0, 0.9)
+                       mesh = create_mesh_from_object(context, mesh_or_obj, progress)
+                       progress.pop_task()
+
+               from .datafile import Resource, Statement, Token
+               resource = Resource(mesh.name+".mesh")
+               statements = resource.statements
+
+               st = Statement("vertices", Token("NORMAL3"))
+               if mesh.uv_layers:
+                       for u in mesh.uv_layers:
+                               size = str(len(u.uvs[0]))
+                               if u.unit==0:
+                                       st.append(Token("TEXCOORD"+size))
                                else:
-                                       fmt.append("TEXCOORD2_%d"%u.unit)
-                       if self.tbn_vecs:
-                               fmt += ["TANGENT3", "BINORMAL3"]
-               if self.export_groups:
-                       fmt.append("ATTRIB%d_5"%(self.max_groups*2))
-               fmt.append("VERTEX3")
-               out_file.begin("vertices", *fmt)
+                                       st.append(Token("TEXCOORD{}_{}".format(size, u.unit)))
+                       if mesh.tbn_vecs:
+                               st.append(Token("TANGENT3"))
+                               st.append(Token("BINORMAL3"))
+               if mesh.vertex_groups:
+                       st.append(Token("ATTRIB{}_5".format(mesh.max_groups_per_vertex*2)))
+               st.append(Token("VERTEX3"))
+
                normal = None
-               uvs = {}
+               uvs = [None]*len(mesh.uv_layers)
                tan = None
                bino = None
                group = None
                for v in mesh.vertices:
                        if v.normal!=normal:
-                               out_file.write("normal3", *v.normal)
+                               st.sub.append(Statement("normal", *v.normal))
                                normal = v.normal
-                       for i, u in texunits:
-                               if v.uvs[i]!=uvs.get(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[i]:
+                                       if u.unit==0:
+                                               st.sub.append(Statement("texcoord", *v.uvs[i]))
                                        else:
-                                               out_file.write("multitexcoord2", u.unit, *v.uvs[i])
+                                               st.sub.append(Statement("multitexcoord", 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)
+                                       st.sub.append(Statement("tangent", *v.tan))
                                        tan = v.tan
                                if v.bino!=bino:
-                                       out_file.write("binormal3", *v.bino)
+                                       st.sub.append(Statement("binormal", *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:
-                                       out_file.write("attrib%d"%len(group_attr), 5, *group_attr)
+                                       st.sub.append(Statement("attrib", 5, *group_attr))
                                        group = group_attr
-                       out_file.write("vertex3", *v.co)
-               out_file.end()
-               for s in strips:
-                       out_file.begin("batch", "TRIANGLE_STRIP")
-                       indices = []
-                       n = 0
-                       for v in s:
-                               indices.append(v.index)
-                               if len(indices)>=32:
-                                       out_file.write("indices", *indices)
-                                       indices = []
-                       if indices:
-                               out_file.write("indices", *indices)
-                       out_file.end()
+                       st.sub.append(Statement("vertex", *v.co))
 
-               if loose:
-                       out_file.begin("batch", "TRIANGLES")
-                       for f in loose:
-                               for i in range(2, len(f.vertices)):
-                                       out_file.write("indices", f.vertices[0].index, f.vertices[i-1].index, f.vertices[i].index)
-                       out_file.end()
+               statements.append(st)
 
-               if self.export_lines and mesh.lines:
-                       out_file.begin("batch", "LINES")
+               if self.use_strips:
+                       strips = mesh.vertex_sequence
+                       if self.use_degen_tris:
+                               strips = [self.join_strips(strips)]
+
+                       for s in strips:
+                               st = Statement("batch", Token("TRIANGLE_STRIP"))
+                               for i in range(0, len(s), 32):
+                                       st.sub.append(Statement("indices", *(v.index for v in s[i:i+32])))
+                               statements.append(st)
+               else:
+                       st = Statement("batch", Token('TRIANGLES'))
+                       for f in mesh.faces:
+                               st.sub.append(Statement("indices", *(v.index for v in f.vertices)))
+                       statements.append(st)
+
+               if mesh.lines:
+                       st = Statement("batch", Token('LINES'))
                        for l in mesh.lines:
-                               out_file.write("indices", l.vertices[0].index, l.vertices[1].index)
-                       out_file.end()
+                               st.sub.append(Statement("indices", *(v.index for v in l.vertices)))
+                       statements.append(st)
 
-               progress.set_task("Done", 1.0, 1.0)
+               if mesh.winding_test:
+                       statements.append(Statement("winding", Token('COUNTERCLOCKWISE')))
 
-               for m in bmeshes:
-                       bpy.data.meshes.remove(m)
+               progress.set_progress(1.0)
 
-               return mesh
+               return resource