]> git.tdb.fi Git - libs/gl.git/blobdiff - mesh_export.py
Drop Id tags and copyright notices from files
[libs/gl.git] / mesh_export.py
index 6b50a4ec013580df75d545b769fb6217b1dc4b00..c2f346bcb4c682716cabae54d12047858966b3d2 100644 (file)
@@ -1,5 +1,4 @@
 #!BPY
-# $Id$
 
 """
 Name: 'MSP GL Mesh (.mesh)...'
@@ -12,11 +11,31 @@ import math
 import bpy
 import Blender
 
+def make_edge_key(i1, i2):
+       return (min(i1, i2), max(i1, i2))
+
+progress_range = (0.0, 1.0, "")
+
+def set_progress(value):
+       Blender.Window.DrawProgressBar(progress_range[0]+progress_range[1]*value, progress_range[2])
+
+def set_progress_range(low, high, text):
+       global progress_range
+       progress_range = (low, high-low, text)
+       set_progress(0.0)
+
+
 class Edge:
        def __init__(self, me):
-               self._medge=me
-               self.faces=[]
-               self.smooth=False
+               if me.__class__==Edge:
+                       self._medge = me._medge
+                       self.v1 = me.v1
+                       self.v2 = me.v2
+                       self.smooth = me.smooth
+               else:
+                       self._medge = me
+                       self.smooth = False
+               self.faces = []
 
        def __getattr__(self, attr):
                return getattr(self._medge, attr)
@@ -25,9 +44,9 @@ class Edge:
                if len(self.faces)!=2:
                        return
 
-               d=Blender.Mathutils.DotVecs(self.faces[0].no, self.faces[1].no)
+               d = Blender.Mathutils.DotVecs(self.faces[0].no, self.faces[1].no)
                if (d>limit and self.faces[0].smooth and self.faces[1].smooth) or d>0.999:
-                       self.smooth=1
+                       self.smooth = True
 
        def other_face(self, f):
                if f.index==self.faces[0].index:
@@ -42,226 +61,786 @@ class Edge:
 class Vertex:
        def __init__(self, mv):
                if mv.__class__==Vertex:
-                       self._mvert=mv._mvert
+                       self._mvert = mv._mvert
+                       self.no = mv.no
+                       self.uv = mv.uv
                else:
-                       self._mvert=mv
+                       self._mvert = mv
+                       self.uv = None
+               self.flag = False
+               self.faces = []
+               self.tan = None
+               self.bino = None
 
        def __getattr__(self, attr):
                return getattr(self._mvert, attr)
 
+       def __cmp__(self, other):
+               if other is None:
+                       return 1
+               return cmp(self.index, other.index)
+
+       def __str__(self):
+               return "<Vert %d (%.4f, %.4f, %.4f) (%.4f, %.4f, %.4f)>"%(self.index, self.co[0], self.co[1], self.co[2], self.no[0], self.no[1], self.no[2])
+       
+       __repr__ = __str__
+
 
 class Face:
        def __init__(self, mf):
-               self._mface=mf
-               self.smooth_group=None
-               self.edges=[]
-               self.verts=[v for v in mf.verts]
-               self.flag=False
+               self._mface = mf
+               self.edges = []
+               self.verts = [v for v in mf.verts]
+               self.flag = False
 
        def __getattr__(self, attr):
                return getattr(self._mface, attr)
 
-       def get_following_vertex(self, *vt):
-               seen=False
-               indices=[v.index for v in vt]
-               for v in self.verts:
-                       if v.index in indices:
-                               seen=True
-                       elif seen:
-                               return v
+       def __cmp__(self, other):
+               if other is None:
+                       return 1
+               return cmp(self.index, other.index)
+
+       def __str__(self):
+               return "<Face %d (%s)>"%(self.index, " ".join([str(v.index) for v in self.verts]))
+       
+       __repr__ = __str__
+
+       def pivot_vertices(self, *vt):
+               flags = [(v in vt) for v in self.verts]
+               l = len(self.verts)
+               for i in range(l):
+                       if flags[i] and not flags[(i+l-1)%l]:
+                               return self.verts[i:]+self.verts[:i]
 
-               if seen:
-                       return self.verts[0]
+       def get_edge(self, v1, v2):     
+               key = make_edge_key(v1.index, v2.index)
+               for e in self.edges:
+                       if e.key==key:
+                               return e
+               raise KeyError, "No edge %s"%(key,)
 
-               return None
 
+class Line:
+       def __init__(self, e):
+               self.edge = e
+               self.verts = [e.v1, e.v2]
+               self.flag = False
 
-class SmoothGroup:
-       def __init__(self, index):
-               self.index=index
-               self.faces=[]
-               self.verts=[]
+       def __str__(self):
+               return "<Line (%d %d)>"%(self.verts[0].index, self.verts[1].index)
+
+       __repr__ = __str__
+
+
+class Mesh:
+       def __init__(self, m):
+               self._mesh = m
+               self.verts = [Vertex(v) for v in m.verts]
+               self.faces = [Face(f) for f in m.faces]
+               self.materials = m.materials[:]
 
-       def find_vertices(self):
-               vert_map={}
                for f in self.faces:
                        for i in range(len(f.verts)):
-                               v=f.verts[i]
-                               if v.index not in vert_map:
-                                       vt=Vertex(v)
-                                       if not f.smooth:
-                                               vt.no=f.no
-                                       self.verts.append(vt)
-                                       vert_map[v.index]=vt
-                                       f.verts[i]=vt
-                               else:
-                                       f.verts[i]=vert_map[v.index]
+                               f.verts[i] = self.verts[f.verts[i].index]
+                               f.verts[i].faces.append(f)
+
+               self.edges = dict([(e.key, Edge(e)) for e in m.edges])
+               for f in self.faces:
+                       for k in f.edge_keys:
+                               e = self.edges[k]
+                               e.faces.append(self.faces[f.index])
+                               f.edges.append(e)
 
+               self.lines = [Line(e) for e in self.edges.itervalues() if not e.faces]
 
-class Exporter:
-       def __init__(self, fn):
-               self.filename=fn
-               if fn==None:
-                       self.out_file=sys.stdout
+               if m.mode&Blender.Mesh.Modes.AUTOSMOOTH:
+                       smooth_limit = math.cos(m.degr*math.pi/180)
                else:
-                       self.out_file=file(fn, "w")
-               self.use_strips=True
-               self.use_degen_tris=True
-
-       def find_smooth_group(self, face, sg):
-               face.smooth_group=sg
-               sg.faces.append(face)
-               queue=[face]
-               while queue:
-                       cur=queue.pop(0)
-                       for e in cur.edges:
+                       smooth_limit = -1
+
+               for e in self.edges.itervalues():
+                       e.v1 = self.verts[e.v1.index]
+                       e.v2 = self.verts[e.v2.index]
+                       e.check_smooth(smooth_limit)
+
+       def __getattr__(self, attr):
+               return getattr(self._mesh, attr)
+
+       def splice(self, other):
+               material_map = []
+               for m in other.materials:
+                       if m in self.materials:
+                               material_map.append(self.materials.index(m))
+                       else:
+                               material_map.append(len(self.materials))
+                               self.materials.append(m)
+
+               offset = len(self.verts)
+               for v in other.verts:
+                       v.index += offset
+                       self.verts.append(v)
+
+               offset = len(self.faces)
+               for f in other.faces:
+                       f.index += offset
+                       f.mat = material_map[f.mat]
+                       self.faces.append(f)
+
+               for e in other.edges.itervalues():
+                       e.key = make_edge_key(e.v1.index, e.v2.index)
+                       self.edges[e.key] = e
+
+               self.lines += other.lines
+       
+       def generate_material_uv(self):
+               for f in self.faces:
+                       f.uv = ([(f.mat+0.5)/len(self.materials), 0.5],)*len(f.verts)
+               self.faceUV = True
+
+       def split_vertices(self, find_group_func, debug):
+               groups = []
+               for i in range(len(self.verts)):
+                       v = self.verts[i]
+                       for f in v.faces:
+                               f.flag = False
+
+                       vg = []
+                       for f in v.faces:
+                               if not f.flag:
+                                       vg.append(find_group_func(v, f))
+
+                       groups.append(vg)
+
+                       set_progress(i*0.5/len(self.verts))
+
+               for i in range(len(self.verts)):
+                       if len(groups[i])==1:
+                               continue
+
+                       if debug:
+                               print "Vertex %s has %d groups"%(self.verts[i], len(groups[i]))
+
+                       for g in groups[i][1:]:
+                               v = Vertex(self.verts[i])
+                               v.index = len(self.verts)
+                               self.verts.append(v)
+
+                               if debug:
+                                       print "  -> %d %s"%(v.index, [f.index for f in g])
+
+                               for f in g:
+                                       for j in range(len(f.edges)):
+                                               e = f.edges[j]
+
+                                               if e.v1!=self.verts[i] and e.v2!=self.verts[i]:
+                                                       continue
+
+                                               if debug:
+                                                       print "  Splitting edge %s with faces %s"%(e.key, e.faces)
+
+                                               if e.other_face(f) not in g and len(e.faces)>=2:
+                                                       k = e.faces.index(f)
+                                                       e.faces.remove(f)
+                                                       e = Edge(e)
+                                                       f.edges[j] = e
+                                                       e.faces.append(f)
+                                               else:
+                                                       del self.edges[e.key]
+
+                                               if e.v1==self.verts[i]:
+                                                       e.v1 = v
+                                               elif e.v2==self.verts[i]:
+                                                       e.v2 = v
+
+                                               e.key = make_edge_key(e.v1.index, e.v2.index)
+                                               self.edges[e.key] = e
+
+                                       self.verts[i].faces.remove(f)
+                                       f.verts[f.verts.index(self.verts[i])] = v
+                                       v.faces.append(f)
+
+                       set_progress(0.5+i*0.5/len(self.verts))
+
+       def split_smooth(self, debug = False):
+               self.split_vertices(self.find_smooth_group, debug)
+
+       def split_uv(self, debug = False):
+               self.split_vertices(self.find_uv_group, debug)
+
+       def find_smooth_group(self, vert, face):
+               face.flag = True
+               queue = [face]
+
+               for f in queue:
+                       for e in f.edges:
+                               other = e.other_face(f)
+                               #if not other or other.index not in face_indices:
+                               if other not in vert.faces:
+                                       continue
+
                                if e.smooth:
-                                       other=e.other_face(cur)
-                                       if other and not other.smooth_group:
-                                               other.smooth_group=sg
-                                               sg.faces.append(other)
+                                       if not other.flag:
+                                               other.flag = True
                                                queue.append(other)
 
-       def create_strip(self, face):
-               edge=None
+               return queue
+
+       def find_uv_group(self, vert, face):
+               uv = face.uv[face.verts.index(vert)]
+               face.flag = True
+               group = [face]
+               for f in vert.faces:
+                       if not f.flag and f.uv[f.verts.index(vert)]==uv:
+                               f.flag = True
+                               group.append(f)
+               return group
+
+       def compute_normals(self):
+               for v in self.verts:
+                       if v.faces:
+                               v.no = Blender.Mathutils.Vector()
+                               for f in v.faces:
+                                       v.no += f.no
+                               v.no.normalize()
+                       else:
+                               # XXX Should use edges to compute normal
+                               v.no = Blender.Mathutils.Vector(0, 0, 1)
+
+       def compute_uv(self):
+               for v in self.verts:
+                       if v.faces:
+                               v.uv = v.faces[0].uv[v.faces[0].verts.index(v)]
+
+       def compute_tbn(self):
+               for v in self.verts:
+                       v.tan = Blender.Mathutils.Vector()
+                       v.bino = Blender.Mathutils.Vector()
+                       for f in v.faces:
+                               fverts = f.pivot_vertices(False, v)
+                               v1 = fverts[1]
+                               v2 = fverts[-1]
+                               du1 = v1.uv[0]-v.uv[0]
+                               du2 = v2.uv[0]-v.uv[0]
+                               dv1 = v1.uv[1]-v.uv[1]
+                               dv2 = v2.uv[1]-v.uv[1]
+                               div = du1*dv2-du2*dv1
+                               edge1 = fverts[1].co-fverts[0].co
+                               edge2 = fverts[-1].co-fverts[0].co
+                               v.tan += (edge1*dv2-edge2*dv1)/div
+                               v.bino += (edge2*du1-edge1*du2)/div
+                       v.tan.normalize()
+                       v.bino.normalize()
+
+       def create_strip(self, face, max_len, debug):
+               edge = None
                for e in face.edges:
-                       other=e.other_face(face)
-                       if other and other.smooth_group.index==face.smooth_group.index and not other.flag:
-                               edge=e
+                       other = e.other_face(face)
+                       if other and not other.flag:
+                               edge = e
                                break
 
                if not edge:
                        return None
 
-               v1=face.get_following_vertex(edge.v1, edge.v2)
-               v2=face.get_following_vertex(v1)
-               if len(face.verts)==4:
-                       result=[v2, v1]
+               if debug:
+                       print "Starting strip from %s, edge %s"%([v.index for v in face.verts], (edge.v1.index, edge.v2.index))
+
+               verts = face.pivot_vertices(edge.v1, edge.v2)
+               if len(verts)==3:
+                       result = [verts[-1], verts[0]]
                else:
-                       result=[v1, v2]
+                       result = [verts[-2], verts[-1]]
 
                while 1:
-                       face.flag=True
-                       for i in range(2, len(face.verts)):
-                               v=face.get_following_vertex(result[-2], result[-1])
-                               result.append(v)
-
-                       i1=result[-2].index
-                       i2=result[-1].index
-                       ekey=(min(i1, i2), max(i1, i2))
-                       for e in face.edges:
-                               if e.key==ekey:
-                                       edge=e
-                                       break
+                       if debug:
+                               print "  Adding %s"%face
+
+                       verts = face.pivot_vertices(*result[-2:])
+                       k = len(result)%2
+
+                       face.flag = True
+                       if len(verts)==4 and not k:
+                               result.append(verts[3])
+                       result.append(verts[2])
+                       if len(verts)==4 and k:
+                               result.append(verts[3])
+
+                       if len(result)>=max_len:
+                               if debug:
+                                       print "  Max length exceeded"
+                               break
+
+                       edge = face.get_edge(*result[-2:])
 
-                       next=edge.other_face(face)
-                       if next.smooth_group.index!=face.smooth_group.index or next.flag:
+                       if debug:
+                               print "  Next edge is %s"%(edge.key, )
+
+                       next = edge.other_face(face)
+                       if not next or next.flag:
                                break
-                       face=next
+                       face = next
+
+               if debug:
+                       print "  %s"%[v.index for v in result]
 
                return result
 
-       def export(self):
-               scene=bpy.data.scenes.active
 
-               obj=scene.objects.active
-               if obj.getType()!="Mesh":
-                       raise Exception, "Can only export Mesh data"
+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
 
-               mesh=obj.getData(mesh=True)
 
-               faces=[Face(f) for f in mesh.faces]
+class OutFile:
+       def __init__(self, fn):
+               if fn==None:
+                       self.file = sys.stdout
+               else:
+                       self.file = open(fn, "w")
+               self.indent = 0
+
+       def make(self, kwd, *params):
+               pstr = ""
+               for p in params:
+                       if type(p)==float:
+                               pstr += " %.6g"%p
+                       else:
+                               pstr += " %s"%p
+               return "%s%s"%(kwd, pstr)
 
-               edges=dict([(e.key, Edge(e)) for e in mesh.edges])
-               for f in faces:
-                       for e in f.edge_keys:
-                               edges[e].faces.append(f)
-                               f.edges.append(edges[e])
+       def write(self, kwd, *params):
+               self.file.write("%s%s;\n"%('\t'*self.indent, self.make(kwd, *params)))
 
-               smooth_limit=math.cos(mesh.degr*math.pi/180)
-               for e in edges.itervalues():
-                       e.check_smooth(smooth_limit)
+       def begin(self, kwd, *params):
+               i = '\t'*self.indent
+               self.file.write("%s%s\n%s{\n"%(i, self.make(kwd, *params), i))
+               self.indent += 1
 
-               smooth_groups=[]
-               for f in faces:
-                       if not f.smooth_group:
-                               sg=SmoothGroup(len(smooth_groups))
-                               smooth_groups.append(sg)
-                               self.find_smooth_group(f, sg)
+       def end(self):
+               self.indent -= 1
+               self.file.write("%s};\n"%('\t'*self.indent))
 
-               for sg in smooth_groups:
-                       sg.find_vertices()
 
-               strips=[]
-               if self.use_strips:
-                       for sg in smooth_groups:
-                               for f in sg.faces:
-                                       if not f.flag:
-                                               strip=self.create_strip(f)
-                                               if strip:
-                                                       strips.append(strip)
-
-                       if self.use_degen_tris:
-                               big_strip=[]
-                               for s in strips:
-                                       if big_strip:
-                                               big_strip+=[big_strip[-1], s[0]]
-                                       big_strip+=s
-
-                               for f in faces:
+class Exporter:
+       def __init__(self, fn):
+               self.out_file = OutFile(fn)
+               self.use_strips = True
+               self.use_degen_tris = True
+               self.max_strip_len = 1024
+               self.optimize_cache = False
+               self.cache_size = 64
+               self.export_lines = True
+               self.tbn_vecs = False
+               self.compound = False
+               self.object = False
+               self.material_tex = False
+               self.debug = False
+               self.strip_debug = False
+               self.split_debug = False
+
+       def stripify(self, mesh):
+               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:
+                               queue = []
+                               for f in mesh.faces:
                                        if not f.flag:
-                                               if big_strip:
-                                                       big_strip+=[big_strip[-1], f.verts[0]]
-                                               big_strip+=[f.verts[i] for i in (0, 1, -1)]
-                                               if len(f.verts)==4:
-                                                       big_strip.append(f.verts[-2])
-                                               f.flag=True
-
-                               strips=[big_strip]
-
-               verts=[]
-               for sg in smooth_groups:
-                       for v in sg.verts:
-                               v.index=len(verts)
-                               verts.append(v)
-
-               self.out_file.write("vertices NORMAL3_VERTEX3\n{\n")
-               for v in verts:
-                       self.out_file.write("\tnormal3 %f %f %f;\n"%tuple(v.no))
-                       self.out_file.write("\tvertex3 %f %f %f;\n"%tuple(v.co))
-               self.out_file.write("};\n")
+                                               f.flag = True
+                                               queue.append(f)
+                                               break
+
+                               if not queue:
+                                       break
+
+                               while queue:
+                                       f = queue[0]
+                                       del queue[0]
+                                       island.append(f)
+
+                                       for e in f.edges:
+                                               other = e.other_face(f)
+                                               if other and not other.flag:
+                                                       other.flag = True
+                                                       queue.append(other)
+
+                               for f in island:
+                                       f.flag = False
+
+                       best = 5
+                       face = None
+                       for f in island:
+                               if f.flag:
+                                       continue
+                               score = 0
+                               for e in f.edges:
+                                       other = e.other_face(f)
+                                       if other and not other.flag:
+                                               score += 1
+                               if score>0 and score<best:
+                                       face = f
+                                       best = score
+
+                       if not face:
+                               while island_strips:
+                                       best = 0
+                                       if 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
+
+                                       s = island_strips[best]
+                                       del island_strips[best]
+                                       strips.append(s)
+
+                                       if cache:
+                                               cache.fetch_strip(s)
+
+                               faces_done += len(island)
+                               set_progress(float(faces_done)/len(mesh.faces))
+
+                               loose += [f for f in island if not f.flag]
+                               for f in island:
+                                       f.flag = True
+
+                               island = []
+                               island_strips = []
+                               continue
+
+                       strip = mesh.create_strip(face, self.max_strip_len, self.strip_debug)
+                       if strip:
+                               island_strips.append(strip)
+
+               if self.debug:
+                       print "%d strips:"%len(strips)
+                       for i in range(len(strips)):
+                               print "  %d: %d indices"%(i, len(strips[i]))
+                       print "%d loose faces"%len(loose)
+                       nind = sum([len(s) for s in strips])+sum([len(f.verts) for f in loose])
+                       print "%d indices total"%nind
+
+               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:
+                                       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)
+
+                       for f in loose:
+                               if len(big_strip)%2:
+                                       order = (-1, -2, 0, 1)
+                               else:
+                                       order = (0, 1, -1, -2)
+                               verts = [f.verts[i] for i in order[:len(f.verts)]]
+
+                               if big_strip:
+                                       glue = [big_strip[-1], verts[0]]
+                                       big_strip += glue
+                                       if cache:
+                                               total_hits += cache.fetch_strip(glue)
+
+                               big_strip += verts
+                               if cache:
+                                       total_hits += cache.fetch_strip(verts)
+
+                       strips = [big_strip]
+                       loose = []
+                       
+                       if self.debug:
+                               nind = len(big_strip)
+                               print "Big strip has %d indices"%nind
+                               if self.optimize_cache:
+                                       print "%d cache hits"%total_hits
+
+               if self.debug:
+                       ntris = sum([len(f.verts)-2 for f in mesh.faces])
+                       print "%.2f indices per triangle"%(float(nind)/max(ntris, 1))
+
+               return strips, loose
+
+       def export(self):
+               scene = bpy.data.scenes.active
+
+               objs = Blender.Object.GetSelected()
+               if not objs:
+                       raise Exception, "Nothing to export"
+               for o in objs:
+                       if o.getType()!="Mesh":
+                               raise Exception, "Can only export Mesh data"
+
+               Blender.Window.DrawProgressBar(0.0, "Preparing");
+
+               mesh = Blender.Mesh.New("export_tmp")
+               mesh.getFromObject(objs[0])
+               mesh = Mesh(mesh)
+               if self.compound:
+                       # Must keep a ref to each Blender mesh
+                       bmeshes = []
+                       for o in objs[1:]:
+                               bmesh = Blender.Mesh.New("export_tmp")
+                               bmesh.getFromObject(o)
+                               bmeshes.append(bmesh)
+                               mesh.splice(Mesh(bmesh))
+
+               if self.debug:
+                       ntris = sum([len(f.verts)-2 for f in mesh.faces])
+                       print "Starting with %d vertices, %d faces (%d triangles) and %d edges"%(len(mesh.verts), len(mesh.faces), ntris, len(mesh.edges))
+
+               set_progress_range(0.05, 0.35, "Smoothing")
+               mesh.split_smooth(self.split_debug)
+
+               if self.debug:
+                       print "After smooth splitting %d vertices and %d edges"%(len(mesh.verts), len(mesh.edges))
+
+               mesh.compute_normals()
+
+               if self.material_tex:
+                       mesh.generate_material_uv()
+
+               if mesh.faceUV:
+                       set_progress_range(0.35, 0.65, "Splitting UVs")
+                       mesh.split_uv(self.split_debug)
+                       if self.debug:
+                               print "After UV splitting %d vertices and %d edges"%(len(mesh.verts), len(mesh.edges))
+
+                       mesh.compute_uv()
+                       if self.tbn_vecs:
+                               mesh.compute_tbn()
+
+               set_progress_range(0.65, 0.95, "Creating strips")
+               strips = []
+               loose = mesh.faces
+               if self.use_strips:
+                       strips, loose = self.stripify(mesh)
+
+               Blender.Window.DrawProgressBar(0.95, "Writing file");
+
+               if self.object:
+                       self.out_file.begin("mesh")
+
+               fmt = "NORMAL3"
+               if mesh.faceUV:
+                       fmt += "_TEXCOORD2"
+                       if self.tbn_vecs:
+                               fmt += "_ATTRIB33_ATTRIB34"
+               fmt += "_VERTEX3"
+               self.out_file.begin("vertices", fmt)
+               norm = None
+               uv = None
+               tan = None
+               bino = None
+               for v in mesh.verts:
+                       if v.no!=norm:
+                               self.out_file.write("normal3", *v.no)
+                               norm = v.no
+                       if v.uv!=uv:
+                               self.out_file.write("texcoord2", *v.uv)
+                               uv = v.uv
+                       if v.tan!=tan:
+                               self.out_file.write("attrib3", 3, *v.tan)
+                               tan = v.tan
+                       if v.bino!=bino:
+                               self.out_file.write("attrib3", 4, *v.bino)
+                               bino = v.bino
+                       self.out_file.write("vertex3", *v.co)
+               self.out_file.end()
                for s in strips:
-                       self.out_file.write("batch TRIANGLE_STRIP\n{\n\tindices")
-                       n=0
+                       self.out_file.begin("batch", "TRIANGLE_STRIP")
+                       indices = []
+                       n = 0
                        for v in s:
-                               self.out_file.write(" %u"%v.index)
-                               n+=1;
-                               if n%32==0:
-                                       self.out_file.write(";\n\tindices")
-                       self.out_file.write(";\n};\n")
-
-               first=True
-               for f in faces:
-                       if not f.flag:
-                               if first:
-                                       self.out_file.write("batch TRIANGLES\n{\n")
-                                       first=False
+                               indices.append(v.index)
+                               if len(indices)>=32:
+                                       self.out_file.write("indices", *indices)
+                                       indices = []
+                       if indices:
+                               self.out_file.write("indices", *indices)
+                       self.out_file.end()
+
+               if loose:
+                       self.out_file.begin("batch", "TRIANGLES")
+                       for f in loose:
                                for i in range(2, len(f.verts)):
-                                       self.out_file.write("\tindices %u %u %u;\n"%(f.verts[0].index, f.verts[i-1].index, f.verts[i].index))
-               if not first:
-                       self.out_file.write("};\n")
+                                       self.out_file.write("indices", f.verts[0].index, f.verts[i-1].index, f.verts[i].index)
+                       self.out_file.end()
+
+               if self.export_lines and mesh.lines:
+                       self.out_file.write("batch", "LINES")
+                       for l in mesh.lines:
+                               self.out_file.write("indices", l.verts[0].index, l.verts[1].index)
+                       self.out_file.end()
+
+               if self.object:
+                       self.out_file.end()
+                       self.out_file.begin("technique")
+                       self.out_file.begin("pass", '""')
+                       if self.material_tex:
+                               self.out_file.begin("material")
+                               self.out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
+                               self.out_file.end()
+                               self.out_file.begin("texunit", 0)
+                               self.out_file.begin("texture2d")
+                               self.out_file.write("min_filter", "NEAREST")
+                               self.out_file.write("mag_filter", "NEAREST")
+                               self.out_file.write("storage", "RGB", len(mesh.materials), 1)
+                               texdata = '"'
+                               for m in mesh.materials:
+                                       texdata += "\\x%02X\\x%02X\\x%02X"%(int(m.R*255), int(m.G*255), int(m.B*255))
+                               texdata += '"'
+                               self.out_file.write("raw_data", texdata)
+                               self.out_file.end()
+                               self.out_file.end()
+                       elif mesh.materials:
+                               m = mesh.materials[0]
+                               self.out_file.begin("material")
+                               self.out_file.write("diffuse", m.R, m.G, m.B, 1.0)
+                               self.out_file.write("ambient", m.R*m.amb, m.G*m.amb, m.B*m.amb, 1.0)
+                               self.out_file.write("specular", m.specR*m.spec, m.specG*m.spec, m.specB*m.spec, 1.0)
+                               self.out_file.write("shininess", m.hard);
+                               self.out_file.end()
+                       self.out_file.end()
+                       self.out_file.end()
+
+               Blender.Window.DrawProgressBar(1.0, "Done")
 
 
 class FrontEnd:
+       def __init__(self):
+               self.config = Blender.Registry.GetKey('mspgl_export', True) or {}
+               self.temp_config = Blender.Registry.GetKey('mspgl_export_temp') or {}
+
        def run(self):
-               #self.export(None)
-               Blender.Window.FileSelector(self.export, "Export MSP GL mesh", Blender.sys.makename(ext='.mesh'))
+               self.use_strips = Blender.Draw.Create(self.config.get('use_strips', True))
+               self.use_degen_tris = Blender.Draw.Create(self.config.get('use_degen_tris', True))
+               self.max_strip_len = Blender.Draw.Create(self.config.get('max_strip_len', 1024))
+               self.optimize_cache = Blender.Draw.Create(self.config.get('optimize_cache', False))
+               self.cache_size = Blender.Draw.Create(self.config.get('cache_size', 64))
+               self.export_lines = Blender.Draw.Create(self.config.get('export_lines', False))
+               self.tbn_vecs = Blender.Draw.Create(self.config.get('tbn_vecs', False))
+               self.compound = Blender.Draw.Create(self.config.get('compound', False))
+               self.object = Blender.Draw.Create(self.config.get('object', False))
+               self.material_tex = Blender.Draw.Create(self.config.get('material_tex', False))
+               self.debug = Blender.Draw.Create(self.config.get('debug', False))
+               self.strip_debug = Blender.Draw.Create(self.config.get('strip_debug', False))
+               self.split_debug = Blender.Draw.Create(self.config.get('split_debug', False))
+               ret = Blender.Draw.PupBlock("Export MSP GL mesh",
+                       [("Use strips", self.use_strips, "Generage OpenGL triangle strips"),
+                               ("Use degen tris", self.use_degen_tris, "Use degenerate triangles to combine triangle strips"),
+                               ("Max strip len", self.max_strip_len, 4, 16384, "Maximum length of a triangle strip"),
+                               ("Optimize cache", self.optimize_cache, "Optimize for vertex cache"),
+                               ("Cache size", self.cache_size, 8, 1024, "Cache size to optimize for"),
+                               ("Export lines", self.export_lines, "Export lone edges as lines"),
+                               ("Compute T/B vecs", self.tbn_vecs, "Compute tangent/binormal vectors for bumpmapping"),
+                               ("Compound", self.compound, "Create a compound mesh of all selected objects"),
+                               ("Object", self.object, "Export as an object"),
+                               ("Material texture", self.material_tex, "Create a texture from material data"),
+                               ("Debugging options"),
+                               ("Debug", self.debug),
+                               ("Debug strips", self.strip_debug),
+                               ("Debug splitting", self.split_debug)])
+               if ret:
+                       dirname = self.temp_config.get("dirname", Blender.sys.dirname(Blender.Get("filename")))
+                       obj = Blender.Object.GetSelected()[0]
+                       ext = "mesh"
+                       if self.object.val:
+                               ext = "object"
+                       Blender.Window.FileSelector(self.export, "Export MSP GL mesh", "%s/%s.%s"%(dirname, obj.name, ext))
+
+       def draw(self):
+               pass
 
        def export(self, fn):
-               exp=Exporter(fn)
+               self.config['use_strips'] = self.use_strips.val
+               self.config['use_degen_tris'] = self.use_degen_tris.val
+               self.config['max_strip_len'] = self.max_strip_len.val
+               self.config['optimize_cache'] = self.optimize_cache.val
+               self.config['cache_size'] = self.cache_size.val
+               self.config['export_lines'] = self.export_lines.val
+               self.config['tbn_vecs'] = self.tbn_vecs.val
+               self.config['compound'] = self.compound.val
+               self.config['object'] = self.object.val
+               self.config['material_tex'] = self.material_tex.val
+               self.config['debug'] = self.debug.val
+               self.config['strip_debug'] = self.strip_debug.val
+               self.config['split_debug'] = self.split_debug.val
+               Blender.Registry.SetKey('mspgl_export', self.config, True)
+
+               import os
+               self.temp_config["dirname"] = os.path.dirname(fn)
+               Blender.Registry.SetKey('mspgl_export_temp', self.temp_config)
+
+               exp = Exporter(fn)
+               exp.use_strips = self.use_strips.val
+               exp.use_degen_tris = self.use_degen_tris.val
+               exp.max_strip_len = self.max_strip_len.val
+               exp.optimize_cache = self.optimize_cache.val
+               exp.cache_size = self.cache_size.val
+               exp.export_lines = self.export_lines.val
+               exp.tbn_vecs = self.tbn_vecs.val
+               exp.compound = self.compound.val
+               exp.object = self.object.val
+               exp.material_tex = self.material_tex.val
+               exp.debug = self.debug.val
+               exp.strip_debug = self.strip_debug.val
+               exp.split_debug = self.split_debug.val
                exp.export()
 
 
 if __name__=="__main__":
-       fe=FrontEnd()
+       fe = FrontEnd()
        fe.run()