#!BPY # $Id$ """ Name: 'MSP GL Mesh (.mesh)...' Blender: 244 Group: 'Export' """ import sys import math import bpy import Blender def make_edge_key(i1, i2): return (min(i1, i2), max(i1, i2)) progress_range = (0.0, 1.0, "") def set_progress(value): Blender.Window.DrawProgressBar(progress_range[0]+progress_range[1]*value, progress_range[2]) def set_progress_range(low, high, text): global progress_range progress_range = (low, high-low, text) set_progress(0.0) class Edge: def __init__(self, me): if me.__class__==Edge: self._medge = me._medge self.v1 = me.v1 self.v2 = me.v2 self.smooth = me.smooth else: self._medge = me self.smooth = False self.faces = [] def __getattr__(self, attr): return getattr(self._medge, attr) def check_smooth(self, limit): if len(self.faces)!=2: return d = Blender.Mathutils.DotVecs(self.faces[0].no, self.faces[1].no) if (d>limit and self.faces[0].smooth and self.faces[1].smooth) or d>0.999: self.smooth = True 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.no = mv.no self.uv = mv.uv else: self._mvert = mv self.uv = None self.flag = False self.faces = [] self.tan = None self.bino = None def __getattr__(self, attr): return getattr(self._mvert, attr) def __cmp__(self, other): if other is None: return 1 return cmp(self.index, other.index) def __str__(self): return ""%(self.index, self.co[0], self.co[1], self.co[2], self.no[0], self.no[1], self.no[2]) __repr__ = __str__ class Face: def __init__(self, mf): self._mface = mf self.edges = [] self.verts = [v for v in mf.verts] 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 __str__(self): return ""%(self.index, " ".join([str(v.index) for v in self.verts])) __repr__ = __str__ def pivot_vertices(self, *vt): flags = [(v in vt) for v in self.verts] l = len(self.verts) for i in range(l): if flags[i] and not flags[(i+l-1)%l]: return self.verts[i:]+self.verts[:i] 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,) class Line: def __init__(self, e): self.edge = e self.verts = [e.v1, e.v2] self.flag = False def __str__(self): return ""%(self.verts[0].index, self.verts[1].index) __repr__ = __str__ class Mesh: def __init__(self, m): self._mesh = m self.verts = [Vertex(v) for v in m.verts] self.faces = [Face(f) for f in m.faces] self.materials = m.materials[:] for f in self.faces: for i in range(len(f.verts)): f.verts[i] = self.verts[f.verts[i].index] f.verts[i].faces.append(f) self.edges = dict([(e.key, Edge(e)) for e in m.edges]) for f in self.faces: for k in f.edge_keys: e = self.edges[k] e.faces.append(self.faces[f.index]) f.edges.append(e) self.lines = [Line(e) for e in self.edges.itervalues() if not e.faces] if m.mode&Blender.Mesh.Modes.AUTOSMOOTH: smooth_limit = math.cos(m.degr*math.pi/180) else: smooth_limit = -1 for e in self.edges.itervalues(): e.v1 = self.verts[e.v1.index] e.v2 = self.verts[e.v2.index] e.check_smooth(smooth_limit) def __getattr__(self, attr): return getattr(self._mesh, attr) def splice(self, other): material_map = [] for m in other.materials: if m in self.materials: material_map.append(self.materials.index(m)) else: material_map.append(len(self.materials)) self.materials.append(m) offset = len(self.verts) for v in other.verts: v.index += offset self.verts.append(v) offset = len(self.faces) for f in other.faces: f.index += offset f.mat = material_map[f.mat] self.faces.append(f) for e in other.edges.itervalues(): e.key = make_edge_key(e.v1.index, e.v2.index) self.edges[e.key] = e self.lines += other.lines def generate_material_uv(self): for f in self.faces: f.uv = ([(f.mat+0.5)/len(self.materials), 0.5],)*len(f.verts) self.faceUV = True def split_vertices(self, find_group_func, debug): groups = [] for i in range(len(self.verts)): v = self.verts[i] for f in v.faces: f.flag = False vg = [] for f in v.faces: if not f.flag: vg.append(find_group_func(v, f)) groups.append(vg) set_progress(i*0.5/len(self.verts)) for i in range(len(self.verts)): if len(groups[i])==1: continue if debug: print "Vertex %s has %d groups"%(self.verts[i], len(groups[i])) for g in groups[i][1:]: v = Vertex(self.verts[i]) v.index = len(self.verts) self.verts.append(v) if debug: print " -> %d %s"%(v.index, [f.index for f in g]) for f in g: for j in range(len(f.edges)): e = f.edges[j] if e.v1!=self.verts[i] and e.v2!=self.verts[i]: continue if debug: print " Splitting edge %s with faces %s"%(e.key, e.faces) if e.other_face(f) not in g and len(e.faces)>=2: k = e.faces.index(f) e.faces.remove(f) e = Edge(e) f.edges[j] = e e.faces.append(f) else: del self.edges[e.key] if e.v1==self.verts[i]: e.v1 = v elif e.v2==self.verts[i]: e.v2 = v e.key = make_edge_key(e.v1.index, e.v2.index) self.edges[e.key] = e self.verts[i].faces.remove(f) f.verts[f.verts.index(self.verts[i])] = v v.faces.append(f) set_progress(0.5+i*0.5/len(self.verts)) def split_smooth(self, debug = False): self.split_vertices(self.find_smooth_group, debug) def split_uv(self, debug = False): self.split_vertices(self.find_uv_group, debug) def find_smooth_group(self, vert, face): face.flag = True queue = [face] for f in queue: for e in f.edges: other = e.other_face(f) #if not other or other.index not in face_indices: if other not in vert.faces: continue if e.smooth: if not other.flag: other.flag = True queue.append(other) return queue def find_uv_group(self, vert, face): uv = face.uv[face.verts.index(vert)] face.flag = True group = [face] for f in vert.faces: if not f.flag and f.uv[f.verts.index(vert)]==uv: f.flag = True group.append(f) return group def compute_normals(self): for v in self.verts: if v.faces: v.no = Blender.Mathutils.Vector() for f in v.faces: v.no += f.no v.no.normalize() else: # XXX Should use edges to compute normal v.no = Blender.Mathutils.Vector(0, 0, 1) def compute_uv(self): for v in self.verts: if v.faces: v.uv = v.faces[0].uv[v.faces[0].verts.index(v)] def compute_tbn(self): for v in self.verts: v.tan = Blender.Mathutils.Vector() v.bino = Blender.Mathutils.Vector() for f in v.faces: fverts = f.pivot_vertices(False, v) v1 = fverts[1] v2 = fverts[-1] du1 = v1.uv[0]-v.uv[0] du2 = v2.uv[0]-v.uv[0] dv1 = v1.uv[1]-v.uv[1] dv2 = v2.uv[1]-v.uv[1] div = du1*dv2-du2*dv1 edge1 = fverts[1].co-fverts[0].co edge2 = fverts[-1].co-fverts[0].co v.tan += (edge1*dv2-edge2*dv1)/div v.bino += (edge2*du1-edge1*du2)/div v.tan.normalize() v.bino.normalize() def create_strip(self, face, max_len, debug): edge = None for e in face.edges: other = e.other_face(face) if other and not other.flag: edge = e break if not edge: return None if debug: print "Starting strip from %s, edge %s"%([v.index for v in face.verts], (edge.v1.index, edge.v2.index)) verts = face.pivot_vertices(edge.v1, edge.v2) if len(verts)==3: result = [verts[-1], verts[0]] else: result = [verts[-2], verts[-1]] while 1: if debug: print " Adding %s"%face verts = face.pivot_vertices(*result[-2:]) k = len(result)%2 face.flag = True if len(verts)==4 and not k: result.append(verts[3]) result.append(verts[2]) if len(verts)==4 and k: result.append(verts[3]) if len(result)>=max_len: if debug: print " Max length exceeded" break edge = face.get_edge(*result[-2:]) if debug: print " Next edge is %s"%(edge.key, ) next = edge.other_face(face) if not next or next.flag: break face = next if debug: print " %s"%[v.index for v in result] return result 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, fn): self.out_file = OutFile(fn) self.use_strips = True self.use_degen_tris = True self.max_strip_len = 1024 self.optimize_cache = False self.cache_size = 64 self.export_lines = True self.tbn_vecs = False self.compound = False self.object = False self.material_tex = False self.debug = False self.strip_debug = False self.split_debug = False def stripify(self, mesh): for f in mesh.faces: f.flag = False faces_done = 0 strips = [] loose = [] cache = None if self.optimize_cache: cache = VertexCache(self.cache_size) island = [] island_strips = [] while 1: if not island: queue = [] for f in mesh.faces: if not f.flag: f.flag = True queue.append(f) break if not queue: break while queue: f = queue[0] del queue[0] island.append(f) for e in f.edges: other = e.other_face(f) if other and not other.flag: other.flag = True queue.append(other) for f in island: f.flag = False best = 5 face = None for f in island: if f.flag: continue score = 0 for e in f.edges: other = e.other_face(f) if other and not other.flag: score += 1 if score>0 and scorebest_hits: best = i best_hits = hits s = island_strips[best] del island_strips[best] strips.append(s) if cache: cache.fetch_strip(s) faces_done += len(island) set_progress(float(faces_done)/len(mesh.faces)) loose += [f for f in island if not f.flag] for f in island: f.flag = True island = [] island_strips = [] continue strip = mesh.create_strip(face, self.max_strip_len, self.strip_debug) if strip: island_strips.append(strip) if self.debug: print "%d strips:"%len(strips) for i in range(len(strips)): print " %d: %d indices"%(i, len(strips[i])) print "%d loose faces"%len(loose) nind = sum([len(s) for s in strips])+sum([len(f.verts) for f in loose]) print "%d indices total"%nind if cache: cache = VertexCache(self.cache_size) total_hits = 0 if self.use_degen_tris and strips: big_strip = [] for s in strips: if big_strip: glue = [big_strip[-1], s[0]] if len(big_strip)%2: glue += [s[0]] big_strip += glue if cache: total_hits += cache.fetch_strip(glue) big_strip += s if cache: total_hits += cache.fetch_strip(s) for f in loose: if len(big_strip)%2: order = (-1, -2, 0, 1) else: order = (0, 1, -1, -2) verts = [f.verts[i] for i in order[:len(f.verts)]] if big_strip: glue = [big_strip[-1], verts[0]] big_strip += glue if cache: total_hits += cache.fetch_strip(glue) big_strip += verts if cache: total_hits += cache.fetch_strip(verts) strips = [big_strip] loose = [] if self.debug: nind = len(big_strip) print "Big strip has %d indices"%nind if self.optimize_cache: print "%d cache hits"%total_hits if self.debug: ntris = sum([len(f.verts)-2 for f in mesh.faces]) print "%.2f indices per triangle"%(float(nind)/max(ntris, 1)) return strips, loose def export(self): scene = bpy.data.scenes.active objs = Blender.Object.GetSelected() if not objs: raise Exception, "Nothing to export" for o in objs: if o.getType()!="Mesh": raise Exception, "Can only export Mesh data" Blender.Window.DrawProgressBar(0.0, "Preparing"); mesh = Blender.Mesh.New("export_tmp") mesh.getFromObject(objs[0]) mesh = Mesh(mesh) if self.compound: # Must keep a ref to each Blender mesh bmeshes = [] for o in objs[1:]: bmesh = Blender.Mesh.New("export_tmp") bmesh.getFromObject(o) bmeshes.append(bmesh) mesh.splice(Mesh(bmesh)) if self.debug: ntris = sum([len(f.verts)-2 for f in mesh.faces]) print "Starting with %d vertices, %d faces (%d triangles) and %d edges"%(len(mesh.verts), len(mesh.faces), ntris, len(mesh.edges)) set_progress_range(0.05, 0.35, "Smoothing") mesh.split_smooth(self.split_debug) if self.debug: print "After smooth splitting %d vertices and %d edges"%(len(mesh.verts), len(mesh.edges)) mesh.compute_normals() if self.material_tex: mesh.generate_material_uv() if mesh.faceUV: set_progress_range(0.35, 0.65, "Splitting UVs") mesh.split_uv(self.split_debug) if self.debug: print "After UV splitting %d vertices and %d edges"%(len(mesh.verts), len(mesh.edges)) mesh.compute_uv() if self.tbn_vecs: mesh.compute_tbn() set_progress_range(0.65, 0.95, "Creating strips") strips = [] loose = mesh.faces if self.use_strips: strips, loose = self.stripify(mesh) Blender.Window.DrawProgressBar(0.95, "Writing file"); if self.object: self.out_file.begin("mesh") fmt = "NORMAL3" if mesh.faceUV: fmt += "_TEXCOORD2" if self.tbn_vecs: fmt += "_ATTRIB33_ATTRIB34" fmt += "_VERTEX3" self.out_file.begin("vertices", fmt) norm = None uv = None tan = None bino = None for v in mesh.verts: if v.no!=norm: self.out_file.write("normal3", *v.no) norm = v.no if v.uv!=uv: self.out_file.write("texcoord2", *v.uv) uv = v.uv if v.tan!=tan: self.out_file.write("attrib3", 3, *v.tan) tan = v.tan if v.bino!=bino: self.out_file.write("attrib3", 4, *v.bino) bino = v.bino self.out_file.write("vertex3", *v.co) self.out_file.end() for s in strips: self.out_file.begin("batch", "TRIANGLE_STRIP") indices = [] n = 0 for v in s: indices.append(v.index) if len(indices)>=32: self.out_file.write("indices", *indices) indices = [] if indices: self.out_file.write("indices", *indices) self.out_file.end() if loose: self.out_file.begin("batch", "TRIANGLES") for f in loose: for i in range(2, len(f.verts)): self.out_file.write("indices", f.verts[0].index, f.verts[i-1].index, f.verts[i].index) self.out_file.end() if self.export_lines and mesh.lines: self.out_file.write("batch", "LINES") for l in mesh.lines: self.out_file.write("indices", l.verts[0].index, l.verts[1].index) self.out_file.end() if self.object: self.out_file.end() self.out_file.begin("technique") self.out_file.begin("pass", '""') if self.material_tex: self.out_file.begin("material") self.out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0) self.out_file.end() self.out_file.begin("texunit", 0) self.out_file.begin("texture2d") self.out_file.write("min_filter", "NEAREST") self.out_file.write("mag_filter", "NEAREST") self.out_file.write("storage", "RGB", len(mesh.materials), 1) texdata = '"' for m in mesh.materials: texdata += "\\x%02X\\x%02X\\x%02X"%(int(m.R*255), int(m.G*255), int(m.B*255)) texdata += '"' self.out_file.write("raw_data", texdata) self.out_file.end() self.out_file.end() elif mesh.materials: m = mesh.materials[0] self.out_file.begin("material") self.out_file.write("diffuse", m.R, m.G, m.B, 1.0) self.out_file.write("ambient", m.R*m.amb, m.G*m.amb, m.B*m.amb, 1.0) self.out_file.write("specular", m.specR*m.spec, m.specG*m.spec, m.specB*m.spec, 1.0) self.out_file.write("shininess", m.hard); self.out_file.end() self.out_file.end() self.out_file.end() Blender.Window.DrawProgressBar(1.0, "Done") class FrontEnd: def __init__(self): self.config = Blender.Registry.GetKey('mspgl_export', True) or {} self.temp_config = Blender.Registry.GetKey('mspgl_export_temp') or {} def run(self): self.use_strips = Blender.Draw.Create(self.config.get('use_strips', True)) self.use_degen_tris = Blender.Draw.Create(self.config.get('use_degen_tris', True)) self.max_strip_len = Blender.Draw.Create(self.config.get('max_strip_len', 1024)) self.optimize_cache = Blender.Draw.Create(self.config.get('optimize_cache', False)) self.cache_size = Blender.Draw.Create(self.config.get('cache_size', 64)) self.export_lines = Blender.Draw.Create(self.config.get('export_lines', False)) self.tbn_vecs = Blender.Draw.Create(self.config.get('tbn_vecs', False)) self.compound = Blender.Draw.Create(self.config.get('compound', False)) self.object = Blender.Draw.Create(self.config.get('object', False)) self.material_tex = Blender.Draw.Create(self.config.get('material_tex', False)) self.debug = Blender.Draw.Create(self.config.get('debug', False)) self.strip_debug = Blender.Draw.Create(self.config.get('strip_debug', False)) self.split_debug = Blender.Draw.Create(self.config.get('split_debug', False)) ret = Blender.Draw.PupBlock("Export MSP GL mesh", [("Use strips", self.use_strips, "Generage OpenGL triangle strips"), ("Use degen tris", self.use_degen_tris, "Use degenerate triangles to combine triangle strips"), ("Max strip len", self.max_strip_len, 4, 16384, "Maximum length of a triangle strip"), ("Optimize cache", self.optimize_cache, "Optimize for vertex cache"), ("Cache size", self.cache_size, 8, 1024, "Cache size to optimize for"), ("Export lines", self.export_lines, "Export lone edges as lines"), ("Compute T/B vecs", self.tbn_vecs, "Compute tangent/binormal vectors for bumpmapping"), ("Compound", self.compound, "Create a compound mesh of all selected objects"), ("Object", self.object, "Export as an object"), ("Material texture", self.material_tex, "Create a texture from material data"), ("Debugging options"), ("Debug", self.debug), ("Debug strips", self.strip_debug), ("Debug splitting", self.split_debug)]) if ret: dirname = self.temp_config.get("dirname", Blender.sys.dirname(Blender.Get("filename"))) obj = Blender.Object.GetSelected()[0] ext = "mesh" if self.object.val: ext = "object" Blender.Window.FileSelector(self.export, "Export MSP GL mesh", "%s/%s.%s"%(dirname, obj.name, ext)) def draw(self): pass def export(self, fn): self.config['use_strips'] = self.use_strips.val self.config['use_degen_tris'] = self.use_degen_tris.val self.config['max_strip_len'] = self.max_strip_len.val self.config['optimize_cache'] = self.optimize_cache.val self.config['cache_size'] = self.cache_size.val self.config['export_lines'] = self.export_lines.val self.config['tbn_vecs'] = self.tbn_vecs.val self.config['compound'] = self.compound.val self.config['object'] = self.object.val self.config['material_tex'] = self.material_tex.val self.config['debug'] = self.debug.val self.config['strip_debug'] = self.strip_debug.val self.config['split_debug'] = self.split_debug.val Blender.Registry.SetKey('mspgl_export', self.config, True) import os self.temp_config["dirname"] = os.path.dirname(fn) Blender.Registry.SetKey('mspgl_export_temp', self.temp_config) exp = Exporter(fn) exp.use_strips = self.use_strips.val exp.use_degen_tris = self.use_degen_tris.val exp.max_strip_len = self.max_strip_len.val exp.optimize_cache = self.optimize_cache.val exp.cache_size = self.cache_size.val exp.export_lines = self.export_lines.val exp.tbn_vecs = self.tbn_vecs.val exp.compound = self.compound.val exp.object = self.object.val exp.material_tex = self.material_tex.val exp.debug = self.debug.val exp.strip_debug = self.strip_debug.val exp.split_debug = self.split_debug.val exp.export() if __name__=="__main__": fe = FrontEnd() fe.run()