]> git.tdb.fi Git - libs/gl.git/commitdiff
Optimize the Blender exporter to process face islands when creating strips
authorMikko Rasa <tdb@tdb.fi>
Sun, 5 Dec 2010 19:22:35 +0000 (19:22 +0000)
committerMikko Rasa <tdb@tdb.fi>
Sun, 5 Dec 2010 19:22:35 +0000 (19:22 +0000)
Display a progress bar while exporting

mesh_export.py

index 1e0047dc483cf67817fdb27a6797e8871c18b881..b2d75d6b52ea136f8a689cc02a4addaa58077f39 100644 (file)
@@ -15,6 +15,16 @@ 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):
@@ -191,7 +201,8 @@ class Mesh:
 
        def split_vertices(self, find_group_func, debug):
                groups = []
-               for v in self.verts:
+               for i in range(len(self.verts)):
+                       v = self.verts[i]
                        for f in v.faces:
                                f.flag = False
 
@@ -202,6 +213,8 @@ class Mesh:
 
                        groups.append(vg)
 
+                       set_progress(i*0.5/len(self.verts))
+
                for i in range(len(self.verts)):
                        if len(groups[i])==1:
                                continue
@@ -248,6 +261,8 @@ class Mesh:
                                        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)
 
@@ -455,12 +470,45 @@ class Exporter:
                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:
+                                               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 mesh.faces:
+                       for f in island:
                                if f.flag:
                                        continue
                                score = 0
@@ -473,42 +521,54 @@ class Exporter:
                                        best = score
 
                        if not face:
-                               break
+                               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:
-                               strips.append(strip)
-
-               loose = [f for f in mesh.faces if not f.flag]
+                               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([f for f in mesh.faces if not f.flag])
+                       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 self.use_degen_tris and strips:
-                       big_strip = []
-
-                       cache = None
+               if cache:
+                       cache = VertexCache(self.cache_size)
                        total_hits = 0
-                       if self.optimize_cache:
-                               cache = VertexCache(self.cache_size)
-
-                       while strips:
-                               best = 0
-                               if cache:
-                                       best_hits = 0
-                                       for i in range(len(strips)):
-                                               hits = cache.test_strip(strips[i])
-                                               if hits>best_hits:
-                                                       best = i
-                                                       best_hits = hits
 
-                               s = strips[best]
+               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:
@@ -522,19 +582,19 @@ class Exporter:
                                if cache:
                                        total_hits += cache.fetch_strip(s)
 
-                               del strips[best]
-
                        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)
@@ -564,6 +624,8 @@ class Exporter:
                        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)
@@ -580,6 +642,7 @@ class Exporter:
                        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:
@@ -591,6 +654,7 @@ class Exporter:
                        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))
@@ -599,11 +663,14 @@ class Exporter:
                        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")
 
@@ -690,6 +757,8 @@ class Exporter:
                        self.out_file.end()
                        self.out_file.end()
 
+               Blender.Window.DrawProgressBar(1.0, "Done")
+
 
 class FrontEnd:
        def __init__(self):