]> git.tdb.fi Git - libs/gl.git/commitdiff
Restructure the exporter to make room for new stuff
authorMikko Rasa <tdb@tdb.fi>
Sun, 12 Aug 2012 16:06:29 +0000 (19:06 +0300)
committerMikko Rasa <tdb@tdb.fi>
Sun, 12 Aug 2012 16:06:29 +0000 (19:06 +0300)
blender/io_mesh_mspgl/__init__.py [deleted file]
blender/io_mesh_mspgl/export_mspgl.py [deleted file]
blender/io_mesh_mspgl/mesh.py [deleted file]
blender/io_mesh_mspgl/util.py [deleted file]
blender/io_mspgl/__init__.py [new file with mode: 0644]
blender/io_mspgl/export_mesh.py [new file with mode: 0644]
blender/io_mspgl/mesh.py [new file with mode: 0644]
blender/io_mspgl/outfile.py [new file with mode: 0644]
blender/io_mspgl/util.py [new file with mode: 0644]

diff --git a/blender/io_mesh_mspgl/__init__.py b/blender/io_mesh_mspgl/__init__.py
deleted file mode 100644 (file)
index e7fa07c..0000000
+++ /dev/null
@@ -1,114 +0,0 @@
-bl_info = {
-       "name": "Msp GL format",
-       "author": "Mikko Rasa",
-       "location": "File > Export",
-       "description": "Export Msp GL meshes and objects",
-       "category": "Import-Export" }
-
-if "bpy" in locals():
-       import imp
-       for sub in "export_mspgl", "mesh", "util":
-               if sub in locals():
-                       imp.reload(locals()[sub])
-
-import bpy
-from bpy_extras.io_utils import ExportHelper
-
-class ExportMspGLBase(ExportHelper):
-       use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine faces into triangle strips", default=True)
-       use_degen_tris = bpy.props.BoolProperty(name="Use degen tris", description="Concatenate triangle strips with degenerate triangles", default=False)
-       max_strip_len = bpy.props.IntProperty(name="Max strip length", description="Maximum length for a triangle strip", default=1024, min=4, max=16384)
-       optimize_cache = bpy.props.BoolProperty(name="Optimize cache", description="Optimize element order for vertex cache", default=True)
-       cache_size = bpy.props.IntProperty(name="Cache size", description="Simulated vertex cache size used in optimization", default=64, min=8, max=1024)
-       export_lines = bpy.props.BoolProperty(name="Export lines", description="Export edges without faces as lines", default=False)
-       export_uv = bpy.props.EnumProperty(name="Export UV", description="Export UV coordinates", default="UNIT0",
-               items=(("NONE", "None", "No UV coordinates are exported"),
-                       ("UNIT0", "Unit 0", "UV coordinates for unit 0 are exported"),
-                       ("ALL", "All", "All UV coordinates are exported")))
-       tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False)
-       tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="")
-       compound = bpy.props.BoolProperty(name="Compound", description="Combine all selected objects into one for exporting", default=False)
-       smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
-               items=(("NONE", "None", "No smoothing"),
-                       ("BLENDER", "Blender", "Use Blender's vertex normals"),
-                       ("MSPGL", "MspGL", "Compute vertex normals internally")))
-
-       def execute(self, context):
-               from . import export_mspgl
-               exporter = export_mspgl.Exporter()
-               self.prepare_exporter(exporter)
-               exporter.export(context, self.filepath)
-               return {"FINISHED"}
-
-       def prepare_exporter(self, exporter):
-               for k, v in self.as_keywords().items():
-                       setattr(exporter, k, v)
-
-       def draw(self, context):
-               col = self.layout.column()
-               col.prop(self, "export_lines")
-               col.prop(self, "compound")
-               col.prop(self, "smoothing")
-               self.layout.separator()
-               col = self.layout.column()
-               col.label("Triangle strips")
-               col.prop(self, "use_strips")
-               col.prop(self, "use_degen_tris")
-               col.prop(self, "max_strip_len")
-               self.layout.separator()
-               col = self.layout.column()
-               col.label("Vertex cache")
-               col.prop(self, "optimize_cache")
-               col.prop(self, "cache_size")
-               self.layout.separator()
-               col = self.layout.column()
-               col.label("TBN vectors")
-               col.prop(self, "tbn_vecs")
-               col.prop(self, "tbn_uvtex")
-
-class ExportMspGLMesh(bpy.types.Operator, ExportMspGLBase):
-       bl_idname = "export_mesh.mspgl_mesh"
-       bl_label = "Export Msp GL mesh"
-
-       filename_ext = ".mesh"
-
-class ExportMspGLObject(bpy.types.Operator, ExportMspGLBase):
-       bl_idname = "export_mesh.mspgl_object"
-       bl_label = "Export Msp GL object"
-
-       filename_ext = ".object"
-
-       textures = bpy.props.EnumProperty(name="Textures", description="Export textures", default="REF",
-               items=(("NONE", "None", "Ignore textures"),
-                       ("REF", "Referenced", "Reference external data"),
-                       ("INLINE", "Inline", "Embed textures in the object")))
-       material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False)
-
-       def prepare_exporter(self, exporter):
-               super().prepare_exporter(exporter)
-               exporter.object = True
-
-       def draw(self, context):
-               super().draw(context)
-               self.layout.separator()
-               col = self.layout.column()
-               col.label("Texturing")
-               col.prop(self, "textures")
-               col.prop(self, "material_tex")
-
-def menu_func_export(self, context):
-       self.layout.operator(ExportMspGLMesh.bl_idname, text="Msp GL mesh")
-       self.layout.operator(ExportMspGLObject.bl_idname, text="Msp GL object")
-
-def register():
-       bpy.utils.register_module(__name__)
-
-       bpy.types.INFO_MT_file_export.append(menu_func_export)
-
-def unregister():
-       bpy.utils.unregister_module(__name__)
-
-       bpy.types.INFO_MT_file_export.remove(menu_func_export)
-
-if __name__=="__main__":
-       register()
diff --git a/blender/io_mesh_mspgl/export_mspgl.py b/blender/io_mesh_mspgl/export_mspgl.py
deleted file mode 100644 (file)
index c0fd96e..0000000
+++ /dev/null
@@ -1,439 +0,0 @@
-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
-
-
-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)
-
-       def write(self, kwd, *params):
-               self.file.write("%s%s;\n"%('\t'*self.indent, self.make(kwd, *params)))
-
-       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
-
-       def end(self):
-               self.indent -= 1
-               self.file.write("%s};\n"%('\t'*self.indent))
-
-
-class Exporter:
-       def __init__(self):
-               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.export_uv = "UNIT0"
-               self.tbn_vecs = False
-               self.tbn_uvtex = ""
-               self.compound = False
-               self.object = False
-               self.material_tex = False
-               self.textures = "REF"
-               self.smoothing = "MSPGL"
-
-       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)
-
-                       for f in loose:
-                               # Add loose faces to the end.  This wastes space, using five
-                               # elements per triangle and six elements per quad.
-                               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)
-
-                       strips = [big_strip]
-                       loose = []
-
-               return strips, loose
-
-       def export(self, context, fn):
-               if self.compound:
-                       objs = context.selected_objects
-               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")
-
-               from .mesh import Mesh
-               from .util import Progress
-
-               progress = Progress()
-               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.material_tex and mesh.materials:
-                       mesh.generate_material_uv()
-
-               texunits = []
-               if mesh.uv_layers and self.export_uv!="NONE":
-                       # Figure out which UV layers to export
-                       if self.export_uv=="UNIT0":
-                               if mesh.uv_layers[0].unit==0:
-                                       texunits = [0]
-                       else:
-                               texunits = range(len(mesh.uv_layers))
-                       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)
-
-               out_file = OutFile(fn)
-               if self.object:
-                       out_file.begin("mesh")
-
-               fmt = "NORMAL3"
-               if texunits:
-                       for i, u in texunits:
-                               if u.unit==0:
-                                       fmt += "_TEXCOORD2"
-                               else:
-                                       fmt += "_TEXCOORD2%d"%u.unit
-                       if self.tbn_vecs:
-                               fmt += "_ATTRIB33_ATTRIB34"
-               fmt += "_VERTEX3"
-               out_file.begin("vertices", fmt)
-               normal = None
-               uvs = [None]*len(texunits)
-               tan = None
-               bino = None
-               for v in mesh.vertices:
-                       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:
-                                               out_file.write("texcoord2", *v.uvs[i])
-                                       else:
-                                               out_file.write("multitexcoord2", u.unit, *v.uvs[i])
-                                       uvs[i] = v.uvs[i]
-                       if self.tbn_vecs:
-                               if v.tan!=tan:
-                                       out_file.write("attrib3", 3, *v.tan)
-                                       tan = v.tan
-                               if v.bino!=bino:
-                                       out_file.write("attrib3", 4, *v.bino)
-                                       bino = v.bino
-                       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()
-
-               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()
-
-               if self.export_lines and mesh.lines:
-                       out_file.write("batch", "LINES")
-                       for l in mesh.lines:
-                               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)
diff --git a/blender/io_mesh_mspgl/mesh.py b/blender/io_mesh_mspgl/mesh.py
deleted file mode 100644 (file)
index aa8df8d..0000000
+++ /dev/null
@@ -1,407 +0,0 @@
-import math
-import mathutils
-
-def make_edge_key(i1, i2):
-       return (min(i1, i2), max(i1, i2))
-
-class Edge:
-       def __init__(self, me):
-               if me.__class__==Edge:
-                       self._medge = me._medge
-                       self.vertices = me.vertices[:]
-                       self.smooth = me.smooth
-               else:
-                       self._medge = me
-                       self.smooth = False
-               self.faces = []
-
-       def __getattr__(self, attr):
-               return getattr(self._medge, attr)
-
-       def check_smooth(self, limit):
-               if len(self.faces)!=2:
-                       return
-
-               d = self.faces[0].normal.dot(self.faces[1].normal)
-               self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
-
-       def other_face(self, f):
-               if f.index==self.faces[0].index:
-                       if len(self.faces)>=2:
-                               return self.faces[1]
-                       else:
-                               return None
-               else:
-                       return self.faces[0]
-
-
-class Vertex:
-       def __init__(self, mv):
-               if mv.__class__==Vertex:
-                       self._mvert = mv._mvert
-                       self.normal = mv.normal
-                       self.uvs = mv.uvs[:]
-                       self.tan = mv.tan
-                       self.bino = mv.bino
-               else:
-                       self._mvert = mv
-                       self.uvs = []
-                       self.tan = None
-                       self.bino = None
-               self.flag = False
-               self.faces = []
-
-       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)
-
-
-class Face:
-       def __init__(self, mf):
-               self._mface = mf
-               self.edges = []
-               self.vertices = mf.vertices[:]
-               self.uvs = []
-               self.flag = False
-
-       def __getattr__(self, attr):
-               return getattr(self._mface, attr)
-
-       def __cmp__(self, other):
-               if other is None:
-                       return 1
-               return cmp(self.index, other.index)
-
-       def pivot_vertices(self, *vt):
-               flags = [(v in vt) for v in self.vertices]
-               l = len(self.vertices)
-               for i in range(l):
-                       if flags[i] and not flags[(i+l-1)%l]:
-                               return self.vertices[i:]+self.vertices[:i]
-
-       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,))
-
-       def get_neighbors(self):
-               neighbors = [e.other_face(self) for e in self.edges]
-               return list(filter(bool, neighbors))
-
-
-class Line:
-       def __init__(self, e):
-               self.edge = e
-               self.vertices = e.vertices[:]
-               self.flag = False
-
-
-class UvLayer:
-       def __init__(self, l, t):
-               self._layer = l
-               self.uvtex = t
-               self.name = self.uvtex.name
-               self.unit = None
-               self.hidden = False
-               dot = self.name.find('.')
-               if dot>=0:
-                       ext = self.name[dot:]
-                       if ext.startswith(".unit") and ext[5:].isdigit():
-                               self.unit = int(ext[5:])
-                       elif ext==".hidden":
-                               self.hidden = True
-
-       def __getattr__(self, attr):
-               return getattr(self._layer, attr)
-
-class FakeUvLayer:
-       def __init__(self, n):
-               self.uvtex = None
-               self.name = n
-               self.unit = None
-               self.hidden = False
-
-class Mesh:
-       def __init__(self, m):
-               self._mesh = m
-
-               self.vertices = [Vertex(v) for v in self.vertices]
-               self.faces = [Face(f) for f in self.polygons]
-
-               self.materials = self.materials[:]
-
-               self.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))]
-               self.assign_texture_units()
-
-               for f in self.faces:
-                       f.vertices = [self.vertices[i] for i in f.vertices]
-                       for v in f.vertices:
-                               v.faces.append(f)
-                       for u in self.uv_layers:
-                               f.uvs.append([u.data[f.loop_indices[i]].uv for i in range(len(f.vertices))])
-
-               self.edges = dict([(e.key, Edge(e)) for e in self.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.values() if not e.faces]
-
-               if self.use_auto_smooth:
-                       smooth_limit = math.cos(self.auto_smooth_angle*math.pi/180)
-               else:
-                       smooth_limit = -1
-
-               for e in self.edges.values():
-                       e.vertices = [self.vertices[i] for i in e.vertices]
-                       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.vertices)
-               for v in other.vertices:
-                       v.index += offset
-                       self.vertices.append(v)
-
-               offset = len(self.faces)
-               for f in other.faces:
-                       f.index += offset
-                       if other.materials:
-                               f.material_index = material_map[f.material_index]
-                       self.faces.append(f)
-
-               for e in other.edges.values():
-                       e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
-                       self.edges[e.key] = e
-
-               self.lines += other.lines
-
-       def flatten_faces(self):
-               for f in self.faces:
-                       f.use_smooth = False
-
-               for e in self.edges.values():
-                       e.check_smooth(1)
-
-       def assign_texture_units(self):
-               # Assign texture units for any non-hidden UV layers that lack one
-               units = [u.unit for u in self.uv_layers if u.unit is not None]
-               if units:
-                       free_unit = max(units)+1
-               else:
-                       free_unit = 0
-               for u in self.uv_layers:
-                       if u.unit is None:
-                               if not u.hidden:
-                                       u.unit = free_unit
-                                       free_unit += 1
-
-       def generate_material_uv(self):
-               self.uv_layers.append(FakeUvLayer("material_tex"))
-               self.assign_texture_units()
-               for f in self.faces:
-                       f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))
-
-       def split_vertices(self, find_group_func, progress, *args):
-               groups = []
-               for i in range(len(self.vertices)):
-                       v = self.vertices[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, *args))
-
-                       groups.append(vg)
-
-                       if progress:
-                               progress.set_progress(i*0.5/len(self.vertices))
-
-               for i in range(len(self.vertices)):
-                       if len(groups[i])==1:
-                               continue
-
-                       for g in groups[i][1:]:
-                               v = Vertex(self.vertices[i])
-                               v.index = len(self.vertices)
-                               self.vertices.append(v)
-
-                               for f in g:
-                                       for j in range(len(f.edges)):
-                                               e = f.edges[j]
-
-                                               if self.vertices[i] not in e.vertices:
-                                                       continue
-
-                                               if e.other_face(f) not in g and len(e.faces)>=2:
-                                                       e.faces.remove(f)
-                                                       e = Edge(e)
-                                                       f.edges[j] = e
-                                                       e.faces.append(f)
-                                               else:
-                                                       del self.edges[e.key]
-
-                                               e.vertices[e.vertices.index(self.vertices[i])] = v
-
-                                               e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
-                                               self.edges[e.key] = e
-
-                                       self.vertices[i].faces.remove(f)
-                                       f.vertices[f.vertices.index(self.vertices[i])] = v
-                                       v.faces.append(f)
-
-                       if progress:
-                               progress.set_progress(0.5+i*0.5/len(self.vertices))
-
-       def split_smooth(self, progress = None):
-               self.split_vertices(self.find_smooth_group, progress)
-
-       def split_uv(self, index, progress = None):
-               self.split_vertices(self.find_uv_group, progress, index)
-
-       def find_smooth_group(self, vertex, face):
-               face.flag = True
-               queue = [face]
-
-               for f in queue:
-                       for e in f.edges:
-                               other = e.other_face(f)
-                               if other not in vertex.faces:
-                                       continue
-
-                               if e.smooth:
-                                       if not other.flag:
-                                               other.flag = True
-                                               queue.append(other)
-
-               return queue
-
-       def find_uv_group(self, vertex, face, index):
-               uv = face.uvs[index][face.vertices.index(vertex)]
-               face.flag = True
-               group = [face]
-               for f in vertex.faces:
-                       if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv:
-                               f.flag = True
-                               group.append(f)
-               return group
-
-       def compute_normals(self):
-               for v in self.vertices:
-                       if v.faces:
-                               v.normal = mathutils.Vector()
-                               for f in v.faces:
-                                       fv = f.pivot_vertices(v)
-                                       edge1 = fv[1].co-fv[0].co
-                                       edge2 = fv[-1].co-fv[0].co
-                                       weight = 1
-                                       if len(f.get_edge(fv[0], fv[1]).faces)==1:
-                                               weight += 1
-                                       if len(f.get_edge(fv[0], fv[-1]).faces)==1:
-                                               weight += 1
-                                       v.normal += f.normal*edge1.angle(edge2)*weight
-                               v.normal.normalize()
-                       else:
-                               # XXX Should use edges to compute normal
-                               v.normal = mathutils.Vector(0, 0, 1)
-
-       def compute_uv(self):
-               for v in self.vertices:
-                       if v.faces:
-                               f = v.faces[0]
-                               i = f.vertices.index(v)
-                               v.uvs = [u[i] for u in f.uvs]
-
-       def compute_tbn(self, index):
-               if not self.uv_layers:
-                       return
-
-               for v in self.vertices:
-                       v.tan = mathutils.Vector()
-                       v.bino = mathutils.Vector()
-                       for f in v.faces:
-                               fv = f.pivot_vertices(v)
-                               uv0 = fv[0].uvs[index]
-                               uv1 = fv[1].uvs[index]
-                               uv2 = fv[-1].uvs[index]
-                               du1 = uv1[0]-uv0[0]
-                               du2 = uv2[0]-uv0[0]
-                               dv1 = uv1[1]-uv0[1]
-                               dv2 = uv2[1]-uv0[1]
-                               edge1 = fv[1].co-fv[0].co
-                               edge2 = fv[-1].co-fv[0].co
-                               div = (du1*dv2-du2*dv1)
-                               if div:
-                                       mul = edge1.angle(edge2)/div
-                                       v.tan += (edge1*dv2-edge2*dv1)*mul
-                                       v.bino += (edge2*du1-edge1*du2)*mul
-
-                       if v.tan.length:
-                               v.tan.normalize()
-                       if v.bino.length:
-                               v.bino.normalize()
-
-       def create_strip(self, face, max_len):
-               # Find an edge with another unused face next to it
-               edge = None
-               for e in face.edges:
-                       other = e.other_face(face)
-                       if other and not other.flag:
-                               edge = e
-                               break
-
-               if not edge:
-                       return None
-
-               # Add initial vertices so that we'll complete the edge on the first
-               # iteration
-               vertices = face.pivot_vertices(*edge.vertices)
-               if len(vertices)==3:
-                       result = [vertices[-1], vertices[0]]
-               else:
-                       result = [vertices[-2], vertices[-1]]
-
-               while 1:
-                       face.flag = True
-
-                       vertices = face.pivot_vertices(*result[-2:])
-                       k = len(result)%2
-
-                       # Quads need special handling because the winding of every other
-                       # triangle in the strip is reversed
-                       if len(vertices)==4 and not k:
-                               result.append(vertices[3])
-                       result.append(vertices[2])
-                       if len(vertices)==4 and k:
-                               result.append(vertices[3])
-
-                       if len(result)>=max_len:
-                               break
-
-                       # Hop over the last edge
-                       edge = face.get_edge(*result[-2:])
-                       face = edge.other_face(face)
-                       if not face or face.flag:
-                               break
-
-               return result
diff --git a/blender/io_mesh_mspgl/util.py b/blender/io_mesh_mspgl/util.py
deleted file mode 100644 (file)
index 936a1c1..0000000
+++ /dev/null
@@ -1,15 +0,0 @@
-class Progress:
-       def __init__(self):
-               self.task = ""
-               self.start = 0.0
-               self.delta = 1.0
-
-       def set_task(self, task, low, high):
-               self.task = task
-               self.start = low
-               self.delta = high-low
-               self.set_progress(0.0)
-
-       def set_progress(self, value):
-               pass
-               #Blender.Window.DrawProgressBar(self.start+self.delta*value, self.task)
diff --git a/blender/io_mspgl/__init__.py b/blender/io_mspgl/__init__.py
new file mode 100644 (file)
index 0000000..2ac3bd1
--- /dev/null
@@ -0,0 +1,114 @@
+bl_info = {
+       "name": "Msp GL datafiles",
+       "author": "Mikko Rasa",
+       "location": "File > Export",
+       "description": "Export Msp GL data",
+       "category": "Import-Export" }
+
+if "bpy" in locals():
+       import imp
+       for sub in "export_mesh", "mesh", "outfile", "util":
+               if sub in locals():
+                       imp.reload(locals()[sub])
+
+import bpy
+from bpy_extras.io_utils import ExportHelper
+
+class ExportMspGLMeshBase(ExportHelper):
+       use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine faces into triangle strips", default=True)
+       use_degen_tris = bpy.props.BoolProperty(name="Use degen tris", description="Concatenate triangle strips with degenerate triangles", default=False)
+       max_strip_len = bpy.props.IntProperty(name="Max strip length", description="Maximum length for a triangle strip", default=1024, min=4, max=16384)
+       optimize_cache = bpy.props.BoolProperty(name="Optimize cache", description="Optimize element order for vertex cache", default=True)
+       cache_size = bpy.props.IntProperty(name="Cache size", description="Simulated vertex cache size used in optimization", default=64, min=8, max=1024)
+       export_lines = bpy.props.BoolProperty(name="Export lines", description="Export edges without faces as lines", default=False)
+       export_uv = bpy.props.EnumProperty(name="Export UV", description="Export UV coordinates", default="UNIT0",
+               items=(("NONE", "None", "No UV coordinates are exported"),
+                       ("UNIT0", "Unit 0", "UV coordinates for unit 0 are exported"),
+                       ("ALL", "All", "All UV coordinates are exported")))
+       tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False)
+       tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="")
+       compound = bpy.props.BoolProperty(name="Compound", description="Combine all selected objects into one for exporting", default=False)
+       smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
+               items=(("NONE", "None", "No smoothing"),
+                       ("BLENDER", "Blender", "Use Blender's vertex normals"),
+                       ("MSPGL", "MspGL", "Compute vertex normals internally")))
+
+       def execute(self, context):
+               from .export_mesh import MeshExporter
+               exporter = MeshExporter()
+               self.prepare_exporter(exporter)
+               exporter.export(context, self.filepath)
+               return {"FINISHED"}
+
+       def prepare_exporter(self, exporter):
+               for k, v in self.as_keywords().items():
+                       setattr(exporter, k, v)
+
+       def draw(self, context):
+               col = self.layout.column()
+               col.prop(self, "export_lines")
+               col.prop(self, "compound")
+               col.prop(self, "smoothing")
+               self.layout.separator()
+               col = self.layout.column()
+               col.label("Triangle strips")
+               col.prop(self, "use_strips")
+               col.prop(self, "use_degen_tris")
+               col.prop(self, "max_strip_len")
+               self.layout.separator()
+               col = self.layout.column()
+               col.label("Vertex cache")
+               col.prop(self, "optimize_cache")
+               col.prop(self, "cache_size")
+               self.layout.separator()
+               col = self.layout.column()
+               col.label("TBN vectors")
+               col.prop(self, "tbn_vecs")
+               col.prop(self, "tbn_uvtex")
+
+class ExportMspGLMesh(bpy.types.Operator, ExportMspGLMeshBase):
+       bl_idname = "export_mesh.mspgl_mesh"
+       bl_label = "Export Msp GL mesh"
+
+       filename_ext = ".mesh"
+
+class ExportMspGLObject(bpy.types.Operator, ExportMspGLMeshBase):
+       bl_idname = "export_mesh.mspgl_object"
+       bl_label = "Export Msp GL object"
+
+       filename_ext = ".object"
+
+       textures = bpy.props.EnumProperty(name="Textures", description="Export textures", default="REF",
+               items=(("NONE", "None", "Ignore textures"),
+                       ("REF", "Referenced", "Reference external data"),
+                       ("INLINE", "Inline", "Embed textures in the object")))
+       material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False)
+
+       def prepare_exporter(self, exporter):
+               super().prepare_exporter(exporter)
+               exporter.object = True
+
+       def draw(self, context):
+               super().draw(context)
+               self.layout.separator()
+               col = self.layout.column()
+               col.label("Texturing")
+               col.prop(self, "textures")
+               col.prop(self, "material_tex")
+
+def menu_func_export(self, context):
+       self.layout.operator(ExportMspGLMesh.bl_idname, text="Msp GL mesh")
+       self.layout.operator(ExportMspGLObject.bl_idname, text="Msp GL object")
+
+def register():
+       bpy.utils.register_module(__name__)
+
+       bpy.types.INFO_MT_file_export.append(menu_func_export)
+
+def unregister():
+       bpy.utils.unregister_module(__name__)
+
+       bpy.types.INFO_MT_file_export.remove(menu_func_export)
+
+if __name__=="__main__":
+       register()
diff --git a/blender/io_mspgl/export_mesh.py b/blender/io_mspgl/export_mesh.py
new file mode 100644 (file)
index 0000000..3f0771f
--- /dev/null
@@ -0,0 +1,410 @@
+import bpy
+from .outfile import OutFile
+
+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
+
+
+class MeshExporter:
+       def __init__(self):
+               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.export_uv = "UNIT0"
+               self.tbn_vecs = False
+               self.tbn_uvtex = ""
+               self.compound = False
+               self.object = False
+               self.material_tex = False
+               self.textures = "REF"
+               self.smoothing = "MSPGL"
+
+       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)
+
+                       for f in loose:
+                               # Add loose faces to the end.  This wastes space, using five
+                               # elements per triangle and six elements per quad.
+                               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)
+
+                       strips = [big_strip]
+                       loose = []
+
+               return strips, loose
+
+       def export(self, context, fn):
+               if self.compound:
+                       objs = context.selected_objects
+               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")
+
+               from .mesh import Mesh
+               from .util import Progress
+
+               progress = Progress()
+               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.material_tex and mesh.materials:
+                       mesh.generate_material_uv()
+
+               texunits = []
+               if mesh.uv_layers and self.export_uv!="NONE":
+                       # Figure out which UV layers to export
+                       if self.export_uv=="UNIT0":
+                               if mesh.uv_layers[0].unit==0:
+                                       texunits = [0]
+                       else:
+                               texunits = range(len(mesh.uv_layers))
+                       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)
+
+               out_file = OutFile(fn)
+               if self.object:
+                       out_file.begin("mesh")
+
+               fmt = "NORMAL3"
+               if texunits:
+                       for i, u in texunits:
+                               if u.unit==0:
+                                       fmt += "_TEXCOORD2"
+                               else:
+                                       fmt += "_TEXCOORD2%d"%u.unit
+                       if self.tbn_vecs:
+                               fmt += "_ATTRIB33_ATTRIB34"
+               fmt += "_VERTEX3"
+               out_file.begin("vertices", fmt)
+               normal = None
+               uvs = [None]*len(texunits)
+               tan = None
+               bino = None
+               for v in mesh.vertices:
+                       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:
+                                               out_file.write("texcoord2", *v.uvs[i])
+                                       else:
+                                               out_file.write("multitexcoord2", u.unit, *v.uvs[i])
+                                       uvs[i] = v.uvs[i]
+                       if self.tbn_vecs:
+                               if v.tan!=tan:
+                                       out_file.write("attrib3", 3, *v.tan)
+                                       tan = v.tan
+                               if v.bino!=bino:
+                                       out_file.write("attrib3", 4, *v.bino)
+                                       bino = v.bino
+                       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()
+
+               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()
+
+               if self.export_lines and mesh.lines:
+                       out_file.write("batch", "LINES")
+                       for l in mesh.lines:
+                               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)
diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py
new file mode 100644 (file)
index 0000000..aa8df8d
--- /dev/null
@@ -0,0 +1,407 @@
+import math
+import mathutils
+
+def make_edge_key(i1, i2):
+       return (min(i1, i2), max(i1, i2))
+
+class Edge:
+       def __init__(self, me):
+               if me.__class__==Edge:
+                       self._medge = me._medge
+                       self.vertices = me.vertices[:]
+                       self.smooth = me.smooth
+               else:
+                       self._medge = me
+                       self.smooth = False
+               self.faces = []
+
+       def __getattr__(self, attr):
+               return getattr(self._medge, attr)
+
+       def check_smooth(self, limit):
+               if len(self.faces)!=2:
+                       return
+
+               d = self.faces[0].normal.dot(self.faces[1].normal)
+               self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
+
+       def other_face(self, f):
+               if f.index==self.faces[0].index:
+                       if len(self.faces)>=2:
+                               return self.faces[1]
+                       else:
+                               return None
+               else:
+                       return self.faces[0]
+
+
+class Vertex:
+       def __init__(self, mv):
+               if mv.__class__==Vertex:
+                       self._mvert = mv._mvert
+                       self.normal = mv.normal
+                       self.uvs = mv.uvs[:]
+                       self.tan = mv.tan
+                       self.bino = mv.bino
+               else:
+                       self._mvert = mv
+                       self.uvs = []
+                       self.tan = None
+                       self.bino = None
+               self.flag = False
+               self.faces = []
+
+       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)
+
+
+class Face:
+       def __init__(self, mf):
+               self._mface = mf
+               self.edges = []
+               self.vertices = mf.vertices[:]
+               self.uvs = []
+               self.flag = False
+
+       def __getattr__(self, attr):
+               return getattr(self._mface, attr)
+
+       def __cmp__(self, other):
+               if other is None:
+                       return 1
+               return cmp(self.index, other.index)
+
+       def pivot_vertices(self, *vt):
+               flags = [(v in vt) for v in self.vertices]
+               l = len(self.vertices)
+               for i in range(l):
+                       if flags[i] and not flags[(i+l-1)%l]:
+                               return self.vertices[i:]+self.vertices[:i]
+
+       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,))
+
+       def get_neighbors(self):
+               neighbors = [e.other_face(self) for e in self.edges]
+               return list(filter(bool, neighbors))
+
+
+class Line:
+       def __init__(self, e):
+               self.edge = e
+               self.vertices = e.vertices[:]
+               self.flag = False
+
+
+class UvLayer:
+       def __init__(self, l, t):
+               self._layer = l
+               self.uvtex = t
+               self.name = self.uvtex.name
+               self.unit = None
+               self.hidden = False
+               dot = self.name.find('.')
+               if dot>=0:
+                       ext = self.name[dot:]
+                       if ext.startswith(".unit") and ext[5:].isdigit():
+                               self.unit = int(ext[5:])
+                       elif ext==".hidden":
+                               self.hidden = True
+
+       def __getattr__(self, attr):
+               return getattr(self._layer, attr)
+
+class FakeUvLayer:
+       def __init__(self, n):
+               self.uvtex = None
+               self.name = n
+               self.unit = None
+               self.hidden = False
+
+class Mesh:
+       def __init__(self, m):
+               self._mesh = m
+
+               self.vertices = [Vertex(v) for v in self.vertices]
+               self.faces = [Face(f) for f in self.polygons]
+
+               self.materials = self.materials[:]
+
+               self.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))]
+               self.assign_texture_units()
+
+               for f in self.faces:
+                       f.vertices = [self.vertices[i] for i in f.vertices]
+                       for v in f.vertices:
+                               v.faces.append(f)
+                       for u in self.uv_layers:
+                               f.uvs.append([u.data[f.loop_indices[i]].uv for i in range(len(f.vertices))])
+
+               self.edges = dict([(e.key, Edge(e)) for e in self.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.values() if not e.faces]
+
+               if self.use_auto_smooth:
+                       smooth_limit = math.cos(self.auto_smooth_angle*math.pi/180)
+               else:
+                       smooth_limit = -1
+
+               for e in self.edges.values():
+                       e.vertices = [self.vertices[i] for i in e.vertices]
+                       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.vertices)
+               for v in other.vertices:
+                       v.index += offset
+                       self.vertices.append(v)
+
+               offset = len(self.faces)
+               for f in other.faces:
+                       f.index += offset
+                       if other.materials:
+                               f.material_index = material_map[f.material_index]
+                       self.faces.append(f)
+
+               for e in other.edges.values():
+                       e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
+                       self.edges[e.key] = e
+
+               self.lines += other.lines
+
+       def flatten_faces(self):
+               for f in self.faces:
+                       f.use_smooth = False
+
+               for e in self.edges.values():
+                       e.check_smooth(1)
+
+       def assign_texture_units(self):
+               # Assign texture units for any non-hidden UV layers that lack one
+               units = [u.unit for u in self.uv_layers if u.unit is not None]
+               if units:
+                       free_unit = max(units)+1
+               else:
+                       free_unit = 0
+               for u in self.uv_layers:
+                       if u.unit is None:
+                               if not u.hidden:
+                                       u.unit = free_unit
+                                       free_unit += 1
+
+       def generate_material_uv(self):
+               self.uv_layers.append(FakeUvLayer("material_tex"))
+               self.assign_texture_units()
+               for f in self.faces:
+                       f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))
+
+       def split_vertices(self, find_group_func, progress, *args):
+               groups = []
+               for i in range(len(self.vertices)):
+                       v = self.vertices[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, *args))
+
+                       groups.append(vg)
+
+                       if progress:
+                               progress.set_progress(i*0.5/len(self.vertices))
+
+               for i in range(len(self.vertices)):
+                       if len(groups[i])==1:
+                               continue
+
+                       for g in groups[i][1:]:
+                               v = Vertex(self.vertices[i])
+                               v.index = len(self.vertices)
+                               self.vertices.append(v)
+
+                               for f in g:
+                                       for j in range(len(f.edges)):
+                                               e = f.edges[j]
+
+                                               if self.vertices[i] not in e.vertices:
+                                                       continue
+
+                                               if e.other_face(f) not in g and len(e.faces)>=2:
+                                                       e.faces.remove(f)
+                                                       e = Edge(e)
+                                                       f.edges[j] = e
+                                                       e.faces.append(f)
+                                               else:
+                                                       del self.edges[e.key]
+
+                                               e.vertices[e.vertices.index(self.vertices[i])] = v
+
+                                               e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
+                                               self.edges[e.key] = e
+
+                                       self.vertices[i].faces.remove(f)
+                                       f.vertices[f.vertices.index(self.vertices[i])] = v
+                                       v.faces.append(f)
+
+                       if progress:
+                               progress.set_progress(0.5+i*0.5/len(self.vertices))
+
+       def split_smooth(self, progress = None):
+               self.split_vertices(self.find_smooth_group, progress)
+
+       def split_uv(self, index, progress = None):
+               self.split_vertices(self.find_uv_group, progress, index)
+
+       def find_smooth_group(self, vertex, face):
+               face.flag = True
+               queue = [face]
+
+               for f in queue:
+                       for e in f.edges:
+                               other = e.other_face(f)
+                               if other not in vertex.faces:
+                                       continue
+
+                               if e.smooth:
+                                       if not other.flag:
+                                               other.flag = True
+                                               queue.append(other)
+
+               return queue
+
+       def find_uv_group(self, vertex, face, index):
+               uv = face.uvs[index][face.vertices.index(vertex)]
+               face.flag = True
+               group = [face]
+               for f in vertex.faces:
+                       if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv:
+                               f.flag = True
+                               group.append(f)
+               return group
+
+       def compute_normals(self):
+               for v in self.vertices:
+                       if v.faces:
+                               v.normal = mathutils.Vector()
+                               for f in v.faces:
+                                       fv = f.pivot_vertices(v)
+                                       edge1 = fv[1].co-fv[0].co
+                                       edge2 = fv[-1].co-fv[0].co
+                                       weight = 1
+                                       if len(f.get_edge(fv[0], fv[1]).faces)==1:
+                                               weight += 1
+                                       if len(f.get_edge(fv[0], fv[-1]).faces)==1:
+                                               weight += 1
+                                       v.normal += f.normal*edge1.angle(edge2)*weight
+                               v.normal.normalize()
+                       else:
+                               # XXX Should use edges to compute normal
+                               v.normal = mathutils.Vector(0, 0, 1)
+
+       def compute_uv(self):
+               for v in self.vertices:
+                       if v.faces:
+                               f = v.faces[0]
+                               i = f.vertices.index(v)
+                               v.uvs = [u[i] for u in f.uvs]
+
+       def compute_tbn(self, index):
+               if not self.uv_layers:
+                       return
+
+               for v in self.vertices:
+                       v.tan = mathutils.Vector()
+                       v.bino = mathutils.Vector()
+                       for f in v.faces:
+                               fv = f.pivot_vertices(v)
+                               uv0 = fv[0].uvs[index]
+                               uv1 = fv[1].uvs[index]
+                               uv2 = fv[-1].uvs[index]
+                               du1 = uv1[0]-uv0[0]
+                               du2 = uv2[0]-uv0[0]
+                               dv1 = uv1[1]-uv0[1]
+                               dv2 = uv2[1]-uv0[1]
+                               edge1 = fv[1].co-fv[0].co
+                               edge2 = fv[-1].co-fv[0].co
+                               div = (du1*dv2-du2*dv1)
+                               if div:
+                                       mul = edge1.angle(edge2)/div
+                                       v.tan += (edge1*dv2-edge2*dv1)*mul
+                                       v.bino += (edge2*du1-edge1*du2)*mul
+
+                       if v.tan.length:
+                               v.tan.normalize()
+                       if v.bino.length:
+                               v.bino.normalize()
+
+       def create_strip(self, face, max_len):
+               # Find an edge with another unused face next to it
+               edge = None
+               for e in face.edges:
+                       other = e.other_face(face)
+                       if other and not other.flag:
+                               edge = e
+                               break
+
+               if not edge:
+                       return None
+
+               # Add initial vertices so that we'll complete the edge on the first
+               # iteration
+               vertices = face.pivot_vertices(*edge.vertices)
+               if len(vertices)==3:
+                       result = [vertices[-1], vertices[0]]
+               else:
+                       result = [vertices[-2], vertices[-1]]
+
+               while 1:
+                       face.flag = True
+
+                       vertices = face.pivot_vertices(*result[-2:])
+                       k = len(result)%2
+
+                       # Quads need special handling because the winding of every other
+                       # triangle in the strip is reversed
+                       if len(vertices)==4 and not k:
+                               result.append(vertices[3])
+                       result.append(vertices[2])
+                       if len(vertices)==4 and k:
+                               result.append(vertices[3])
+
+                       if len(result)>=max_len:
+                               break
+
+                       # Hop over the last edge
+                       edge = face.get_edge(*result[-2:])
+                       face = edge.other_face(face)
+                       if not face or face.flag:
+                               break
+
+               return result
diff --git a/blender/io_mspgl/outfile.py b/blender/io_mspgl/outfile.py
new file mode 100644 (file)
index 0000000..ca7abcf
--- /dev/null
@@ -0,0 +1,30 @@
+import sys
+
+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)
+
+       def write(self, kwd, *params):
+               self.file.write("%s%s;\n"%('\t'*self.indent, self.make(kwd, *params)))
+
+       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
+
+       def end(self):
+               self.indent -= 1
+               self.file.write("%s};\n"%('\t'*self.indent))
diff --git a/blender/io_mspgl/util.py b/blender/io_mspgl/util.py
new file mode 100644 (file)
index 0000000..936a1c1
--- /dev/null
@@ -0,0 +1,15 @@
+class Progress:
+       def __init__(self):
+               self.task = ""
+               self.start = 0.0
+               self.delta = 1.0
+
+       def set_task(self, task, low, high):
+               self.task = task
+               self.start = low
+               self.delta = high-low
+               self.set_progress(0.0)
+
+       def set_progress(self, value):
+               pass
+               #Blender.Window.DrawProgressBar(self.start+self.delta*value, self.task)