5 def make_edge_key(i1, i2):
6 return (min(i1, i2), max(i1, i2))
9 def __init__(self, edge):
10 if edge.__class__==Edge:
11 self.smooth = edge.smooth
15 self.vertices = edge.vertices[:]
22 def check_smooth(self, limit):
23 if len(self.faces)!=2:
26 d = self.faces[0].normal.dot(self.faces[1].normal)
27 self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
29 def other_face(self, f):
30 if f.index==self.faces[0].index:
31 if len(self.faces)>=2:
38 def other_vertex(self, v):
39 if v.index==self.vertices[0].index:
40 return self.vertices[1]
42 return self.vertices[0]
46 def __init__(self, vertex):
47 if vertex.__class__==Vertex:
48 self.uvs = vertex.uvs[:]
53 self.index = vertex.index
54 self.co = mathutils.Vector(vertex.co)
55 self.normal = mathutils.Vector(vertex.normal)
60 self.groups = vertex.groups[:]
62 def __cmp__(self, other):
65 return cmp(self.index, other.index)
69 def __init__(self, *args):
73 elif len(args)==1 and args[0]:
74 self.group = group.group
75 self.weight = group.weight
82 def __init__(self, pt):
83 self.primitive_type = pt
89 def __init__(self, face):
90 self.index = face.index
92 self.edge_keys = face.edge_keys
93 self.vertices = face.vertices[:]
94 self.loop_indices = face.loop_indices
95 self.normal = face.normal
96 self.use_smooth = face.use_smooth
97 self.material_index = face.material_index
101 def __cmp__(self, other):
104 return cmp(self.index, other.index)
106 def pivot_vertex(self, v):
107 n = self.vertices.index(v)
108 return [(n+i)%len(self.vertices) for i in range(len(self.vertices))]
110 def get_loop_index(self, v):
111 return self.loop_indices[self.vertices.index(v)]
113 def get_edge(self, v1, v2):
114 key = make_edge_key(v1.index, v2.index)
118 raise KeyError("No edge %s"%(key,))
120 def other_edge(self, e, v):
122 if d!=e and v in d.vertices:
125 def get_neighbors(self):
126 neighbors = [e.other_face(self) for e in self.edges]
127 return list(filter(bool, neighbors))
131 def __init__(self, e):
133 self.vertices = e.vertices[:]
138 def __init__(self, arg):
144 self.uvs = [mathutils.Vector(d.uv) for d in arg.data]
149 dot = self.name.find('.')
151 ext = self.name[dot:]
152 if ext.startswith(".unit") and ext[5:].isdigit():
153 self.unit = int(ext[5:])
159 def __init__(self, l):
161 self.colors = [c.color[:] for c in l.data]
165 def __init__(self, mesh):
166 self.name = mesh.name
168 self.smoothing = mesh.smoothing
169 self.use_uv = mesh.use_uv
170 self.tangent_uvtex = mesh.tangent_uvtex
171 self.use_strips = mesh.use_strips
172 self.use_patches = mesh.use_patches
173 self.use_lines = mesh.use_lines
174 self.vertex_groups = mesh.vertex_groups
177 self.vertices = [Vertex(v) for v in mesh.vertices]
178 if self.vertex_groups:
179 for v in self.vertices:
180 v.groups = [VertexGroup(g) for g in v.groups]
182 self.faces = [Face(f) for f in mesh.polygons]
183 self.edges = [Edge(e) for e in mesh.edges]
184 self.loops = mesh.loops[:]
185 self.materials = mesh.materials[:]
187 self.use_auto_smooth = mesh.use_auto_smooth
188 self.auto_smooth_angle = mesh.auto_smooth_angle
189 self.max_groups_per_vertex = mesh.max_groups_per_vertex
191 # Check some material properties
192 from .material import Material
193 has_normal_maps = False
194 splat_material = None
195 for m in self.materials:
197 for p in itertools.chain(mat.properties, *(s.properties for s in mat.sub_materials)):
198 if p.tex_keyword=="normal_map" and p.texture:
199 has_normal_maps = True
201 if mat.type=="splat":
204 # Clone only the desired UV layers
205 if mesh.use_uv=='NONE' or not mesh.uv_layers:
208 self.uv_layers = [UvLayer(u) for u in mesh.uv_layers if u.data]
210 # Assign texture unit numbers to UV layers that lack one
211 missing_unit = [u for u in self.uv_layers if u.unit is None]
213 missing_unit = sorted(missing_unit, key=(lambda u: u.name))
214 used_units = [u.unit for u in self.uv_layers if u.unit is not None]
215 for u, n in zip(missing_unit, (i for i in itertools.count() if i not in used_units)):
218 self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
220 if mesh.use_uv=='UNIT0' and self.uv_layers:
221 self.uv_layers = [self.uv_layers[0]]
222 if self.uv_layers[0].unit!=0:
226 if mesh.vertex_colors and not splat_material:
227 self.colors = ColorLayer(mesh.vertex_colors[0])
229 # Rewrite links between elements to point to cloned data, or create links
230 # where they don't exist
231 edge_map = {e.key: e for e in self.edges}
233 if len(f.vertices)>4 and not mesh.use.patches:
234 raise ValueError("Unsupported face on mesh {}: N-gon".format(self.name))
236 f.vertices = [self.vertices[i] for i in f.vertices]
240 for k in f.edge_keys:
246 e.vertices = [self.vertices[i] for i in e.vertices]
250 # Store loose edges as lines
251 if mesh.use_lines and not mesh.use_patches:
252 self.lines = [Line(e) for e in self.edges if not e.faces]
256 # Check if tangent vectors are needed
257 if mesh.tangent_vecs=='NO':
258 self.tangent_vecs = False
259 elif mesh.tangent_vecs=='YES':
260 self.tangent_vecs = True
261 elif mesh.tangent_vecs=='AUTO':
262 self.tangent_vecs = has_normal_maps
264 # Collect splat weight sources if needed
265 self.splat_layers = []
266 self.splat_sources = []
268 names = {s.weight_source[0] for s in splat_material.sub_materials}
269 self.splat_layers = [ColorLayer(l) for l in mesh.vertex_colors if l.name in names]
271 layers_by_name = {l.name:l for l in self.splat_layers}
272 for s in splat_material.sub_materials:
273 if s.weight_source[0] is None:
274 self.splat_sources.append((None, None))
276 self.splat_sources.append((layers_by_name[s.weight_source[0]], "RGBA".index(s.weight_source[1])))
278 self.vertex_groups = True
279 self.max_groups_per_vertex = 3
283 def transform(self, matrix):
284 for v in self.vertices:
287 def splice(self, other):
288 if len(self.uv_layers)!=len(other.uv_layers):
289 raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name))
290 for i, u in enumerate(self.uv_layers):
291 if u.name!=other.uv_layers[i].name:
292 raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name))
294 # Merge materials and form a lookup from source material indices to the
295 # merged material list
297 for m in other.materials:
298 if m in self.materials:
299 material_lookup.append(self.materials.index(m))
301 material_lookup.append(len(self.materials))
302 self.materials.append(m)
304 # Append data and adjust indices where necessary. Since the data is
305 # spliced from the source mesh, rebuilding references is not necessary.
306 for i, u in enumerate(self.uv_layers):
307 u.uvs += other.uv_layers[i].uvs
311 self.colors.colors += other.colors.colors
313 self.colors.colors += [(1.0, 1.0, 1.0, 1.0)]*len(other.loops)
315 self.colors = ColorLayer(other.colors.name)
316 self.colors.colors = [(1.0, 1.0, 1.0, 1.0)]*len(self.loops)+other.colors.colors
318 offset = len(self.vertices)
319 self.vertices += other.vertices
320 for v in self.vertices[offset:]:
323 loop_offset = len(self.loops)
324 self.loops += other.loops
326 offset = len(self.faces)
327 self.faces += other.faces
328 for f in self.faces[offset:]:
330 f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
332 f.material_index = material_lookup[f.material_index]
334 offset = len(self.edges)
335 self.edges += other.edges
336 for e in self.edges[offset:]:
338 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
340 self.lines += other.lines
342 def prepare_triangles(self, task):
346 face_count = len(self.faces)
347 for i in range(face_count):
349 nverts = len(f.vertices)
353 # Calculate normals at each vertex of the face
355 for j in range(nverts):
356 edge_vecs.append(f.vertices[(j+1)%nverts].co-f.vertices[j].co)
359 for j in range(nverts):
360 normals.append(edge_vecs[j-1].cross(edge_vecs[j]).normalized())
362 # Check which diagonal results in a flatter triangulation
363 flatness1 = normals[0].dot(normals[2])
364 flatness2 = normals[1].dot(normals[3])
365 cut_index = 1 if flatness1>flatness2 else 0
368 nf.index = len(self.faces)
369 self.faces.append(nf)
372 ne.index = len(self.edges)
373 self.edges.append(ne)
375 nf.vertices = [f.vertices[cut_index], f.vertices[2], f.vertices[3]]
376 nf.loop_indices = [f.loop_indices[cut_index], f.loop_indices[2], f.loop_indices[3]]
377 for v in nf.vertices:
380 ne.vertices = [f.vertices[cut_index], f.vertices[2+cut_index]]
381 for v in ne.vertices:
383 ne.key = make_edge_key(ne.vertices[0].index, ne.vertices[1].index)
386 f.vertices[3-cut_index].faces.remove(f)
387 del f.vertices[3-cut_index]
388 f.loop_indices = [f.loop_indices[0], f.loop_indices[1], f.loop_indices[2+cut_index]]
392 nf.edges = [ne, f.edges[2], f.edges[3]]
393 f.edges = [f.edges[0], f.edges[1], ne]
395 nf.edges = [f.edges[1], f.edges[2], ne]
396 f.edges = [f.edges[0], ne, f.edges[3]]
402 f.normal = normals[1-cut_index]
403 nf.normal = normals[3-cut_index]
405 task.set_progress(i/face_count)
407 def prepare_smoothing(self, task):
409 if self.smoothing=='NONE':
414 elif self.use_auto_smooth:
415 smooth_limit = math.cos(self.auto_smooth_angle)
418 e.check_smooth(smooth_limit)
420 subtask = task.task("Sharp edges", 0.7)
421 self.split_vertices(self.find_smooth_group, subtask)
423 if self.smoothing!='BLENDER':
424 subtask = task.task("Updating normals", 1.0)
425 self.compute_normals(subtask)
427 def prepare_vertex_groups(self, obj):
428 if not self.vertex_groups:
431 for v in self.vertices:
433 weight_sum = sum(g.weight for g in v.groups)
434 v.groups = sorted(v.groups, key=(lambda g: g.weight), reverse=True)[:self.max_groups_per_vertex]
435 weight_scale = weight_sum/sum(g.weight for g in v.groups)
437 g.weight *= weight_scale
438 while len(v.groups)<self.max_groups_per_vertex:
439 v.groups.append(VertexGroup(None))
441 if obj.parent and obj.parent.type=="ARMATURE":
442 armature = obj.parent.data
443 bone_indices = {b.name: i for i, b in enumerate(armature.bones)}
444 group_index_map = {i: i for i in range(len(obj.vertex_groups))}
445 for g in first_obj.vertex_groups:
446 if g.name in bone_indices:
447 group_index_map[g.index] = bone_indices[g.name]
449 for v in self.vertices:
451 g.group = group_index_map[g.group]
453 def prepare_uv(self, task):
454 # Form a list of UV layers referenced by materials with the array atlas
456 array_uv_layers = [] #[t.uv_layer for m in self.materials if m.array_atlas for t in m.texture_slots if t and t.texture_coords=='UV']
457 array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
462 if f.material_index<len(self.materials):
463 mat = self.materials[f.material_index]
464 if mat and mat.array_atlas:
465 layer = mat.array_layer
467 for l in array_uv_layers:
468 for i in f.loop_indices:
469 l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
471 # Split by the UV layer used for tangent vectors first so connectivity
472 # remains intact for tangent vector computation
473 tangent_layer_index = -1
474 if self.tangent_vecs:
475 if self.tangent_uvtex:
476 uv_names = [u.name for u in self.uv_layers]
477 if self.tangent_uvtex in uv_names:
478 tangent_layer_index = uv_names.index(self.tangent_uvtex)
479 elif self.uv_layers[0].unit==0:
480 tangent_layer_index = 0
482 if tangent_layer_index<0:
483 raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name))
485 prog_count = len(self.uv_layers)
486 if tangent_layer_index>=0:
488 task.set_slices(prog_count)
490 if tangent_layer_index>=0:
491 subtask = task.next_slice("Computing tangents")
492 self.split_vertices(self.find_uv_group, subtask, tangent_layer_index)
493 subtask = task.next_slice(self.tangent_uvtex)
494 self.compute_tangents(tangent_layer_index, subtask)
496 # Split by the remaining UV layers
497 for i, u in enumerate(self.uv_layers):
498 if i==tangent_layer_index:
501 subtask = task.next_slice(u.name)
502 self.split_vertices(self.find_uv_group, subtask, i)
504 # Copy UVs from layers to vertices
505 for v in self.vertices:
507 # All faces still connected to the vertex have the same UV value
509 i = f.get_loop_index(v)
510 v.uvs = [u.uvs[i] for u in self.uv_layers]
512 v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
514 def prepare_colors(self, task):
518 self.split_vertices(self.find_color_group, task)
520 for v in self.vertices:
523 v.color = self.colors.colors[f.get_loop_index(v)]
525 v.color = (1.0, 1.0, 1.0, 1.0)
527 def prepare_splat_weights(self, task):
528 if not self.splat_layers:
533 for s in self.splat_sources:
535 splat_weights.append(remainder)
538 layer_values = [c[index] for c in s[0].colors]
540 splat_weights.append([v*r for v, r in zip(layer_values, remainder)])
541 remainder = [(1-v)*r for v, r in zip(layer_values, remainder)]
543 splat_weights.append(layer_values)
544 remainder = [1-v for v in layer_values]
546 splat_weights = list(zip(*splat_weights))
549 for i in f.loop_indices:
550 f.splat_mask |= sum(1<<j for j, w in enumerate(splat_weights[i]) if w>0)
552 self.split_vertices(self.find_splat_group, task)
554 for v in self.vertices:
557 weights = splat_weights[f.get_loop_index(v)]
558 v.groups = [VertexGroup(i, w) for i, w in enumerate(weights) if (f.splat_mask>>i)&1]
561 while len(v.groups)<self.max_groups_per_vertex:
562 v.groups.append(VertexGroup(None))
564 def split_vertices(self, find_group_func, task, *args):
565 vertex_count = len(self.vertices)
566 for i in range(vertex_count):
571 # Find all groups of faces on this vertex
575 groups.append(find_group_func(v, f, *args))
577 # Give groups after the first separate copies of the vertex
580 nv.index = len(self.vertices)
581 self.vertices.append(nv)
584 e_faces_in_g = [f for f in e.faces if f in g]
588 if len(e_faces_in_g)<len(e.faces):
589 # Create a copy of an edge at the boundary of the group
591 ne.index = len(self.edges)
592 self.edges.append(ne)
594 ne.other_vertex(v).edges.append(ne)
596 for f in e_faces_in_g:
598 f.edges[f.edges.index(e)] = ne
603 e.vertices[e.vertices.index(v)] = nv
606 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
608 # Filter out any edges that were removed from the original vertex
609 v.edges = [e for e in v.edges if v in e.vertices]
613 f.vertices[f.vertices.index(v)] = nv
616 task.set_progress(i/vertex_count)
618 def find_smooth_group(self, vertex, face):
621 edges = [e for e in face.edges if vertex in e.vertices]
633 e = f.other_edge(e, vertex)
637 def find_uv_group(self, vertex, face, index):
638 layer = self.uv_layers[index]
639 uv = layer.uvs[face.get_loop_index(vertex)]
643 for f in vertex.faces:
644 if not f.flag and layer.uvs[f.get_loop_index(vertex)]==uv:
650 def find_color_group(self, vertex, face):
651 color = self.colors.colors[face.get_loop_index(vertex)]
655 for f in vertex.faces:
656 if not f.flag and self.colors.colors[f.get_loop_index(vertex)]==color:
662 def find_splat_group(self, vertex, face):
666 for f in vertex.faces:
667 if not f.flag and f.splat_mask==face.splat_mask:
673 def compute_normals(self, task):
674 for i, v in enumerate(self.vertices):
675 v.normal = mathutils.Vector()
677 vi = f.pivot_vertex(v)
678 edge1 = f.vertices[vi[1]].co-v.co
679 edge2 = f.vertices[vi[-1]].co-v.co
680 if edge1.length and edge2.length:
681 # Use the angle between edges as a weighting factor. This gives
682 # more consistent normals on bends with an inequal number of
683 # faces on each side.
684 v.normal += f.normal*edge1.angle(edge2)
689 v.normal = mathutils.Vector((0, 0, 1))
691 task.set_progress(i/len(self.vertices))
693 def compute_tangents(self, index, task):
694 layer_uvs = self.uv_layers[index].uvs
696 for i, v in enumerate(self.vertices):
697 v.tan = mathutils.Vector()
699 vi = f.pivot_vertex(v)
700 uv0 = layer_uvs[f.loop_indices[vi[0]]]
701 uv1 = layer_uvs[f.loop_indices[vi[1]]]
702 uv2 = layer_uvs[f.loop_indices[vi[-1]]]
707 edge1 = f.vertices[vi[1]].co-f.vertices[vi[0]].co
708 edge2 = f.vertices[vi[-1]].co-f.vertices[vi[0]].co
709 div = (du1*dv2-du2*dv1)
711 mul = edge1.angle(edge2)/div
712 v.tan += (edge1*dv2-edge2*dv1)*mul
717 task.set_progress(i/len(self.vertices))
719 def prepare_sequence(self, task):
721 subtask = task.task("Reordering patches", 0.5)
722 self.reorder_patches(subtask)
724 subtask = task.task("Building sequence", 1.0)
725 self.build_patch_sequence(subtask)
727 subtask = task.task("Reordering faces", 0.5)
728 self.reorder_faces(subtask)
730 subtask = task.task("Building sequence", 1.0)
732 self.build_tristrip_sequence(subtask)
734 self.build_triangle_sequence(subtask)
737 self.build_line_sequence()
739 self.reorder_vertices()
741 def build_tristrip_sequence(self, task):
743 for i, f in enumerate(self.faces):
746 # Rotate the first three vertices so that the new face can be added
747 if sequence[0] in f.vertices and sequence[1] not in f.vertices:
748 sequence.append(sequence[0])
750 elif sequence[2] not in f.vertices and sequence[1] in f.vertices:
751 sequence.insert(0, sequence[-1])
754 if sequence[-1] not in f.vertices:
757 to_add = [v for v in f.vertices if v!=sequence[-1] and v!=sequence[-2]]
759 if (f.vertices[1]==sequence[-1]) != (len(sequence)%2==1):
761 sequence.append(sequence[-1])
765 self.batches.append(Batch("TRIANGLE_STRIP"))
766 sequence = self.batches[-1].vertices
767 sequence += f.vertices
769 task.set_progress(i/len(self.faces))
771 def build_triangle_sequence(self, task):
772 batch = Batch("TRIANGLES")
774 batch.vertices += f.vertices
775 self.batches.append(batch)
777 def build_line_sequence(self):
778 batch = Batch("LINES")
780 batch.vertices += l.vertices
781 self.batches.append(batch)
783 def build_patch_sequence(self, task):
787 if len(f.vertices)!=current_size:
788 current_size = len(f.vertices)
789 self.batches.append(Batch("PATCHES"))
790 self.batches[-1].patch_size = current_size
791 sequence = self.batches[-1].vertices
793 sequence += f.vertices
795 def reorder_faces(self, task):
796 # Tom Forsyth's vertex cache optimization algorithm
797 # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
802 last_triangle_score = 0.75
803 cache_decay_power = 1.5
804 valence_boost_scale = 2.0
805 valence_boost_power = -0.5
810 # Keep track of the score and number of unused faces for each vertex
811 vertex_info = [[0, len(v.faces)] for v in self.vertices]
812 for vi in vertex_info:
814 vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
822 # Previous iteration gave no candidate for best face (or this is
823 # the first iteration). Scan all faces for the highest score.
829 score = sum(vertex_info[v.index][0] for v in f.vertices)
837 reordered_faces.append(face)
840 for v in face.vertices:
841 vertex_info[v.index][1] -= 1
843 # Shuffle the vertex into the front of the cache
844 if v in cached_vertices:
845 cached_vertices.remove(v)
846 cached_vertices.insert(0, v)
848 # Update scores for all vertices in the cache
849 for i, v in enumerate(cached_vertices):
852 score += last_triangle_score
853 elif i<max_cache_size:
854 score += (1-(i-3)/(max_cache_size-3))**cache_decay_power
855 if vertex_info[v.index][1]:
856 score += valence_boost_scale*(vertex_info[v.index][1]**valence_boost_power)
857 vertex_info[v.index][0] = score
861 for v in cached_vertices:
864 score = sum(vertex_info[fv.index][0] for fv in f.vertices)
869 del cached_vertices[max_cache_size:]
872 task.set_progress(n_processed/len(self.faces))
874 self.faces = reordered_faces
875 for i, f in enumerate(self.faces):
878 def reorder_patches(self, task):
893 current_size = len(f.vertices)
894 elif len(f.vertices)!=current_size:
897 reordered_faces.append(f)
901 task.set_progress(n_processed/len(self.faces))
906 def reorder_vertices(self):
907 for v in self.vertices:
910 reordered_vertices = []
911 for b in self.batches:
914 v.index = len(reordered_vertices)
915 reordered_vertices.append(v)
917 for v in self.vertices:
919 v.index = len(reordered_vertices)
920 reordered_vertices.append(v)
922 self.vertices = reordered_vertices
925 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
928 def create_mesh_from_object(ctx, obj):
930 raise Exception("Object {} is not a mesh".format(obj.name))
932 task = ctx.task("Collecting mesh data", 0.2)
934 objs = [(obj, mathutils.Matrix())]
940 if c.type=="MESH" and c.compound:
941 objs.append((c, m*c.matrix_local))
943 dg = ctx.context.evaluated_depsgraph_get()
947 eval_obj = o.evaluated_get(dg)
948 bmesh = eval_obj.to_mesh()
950 # Object.to_mesh does not copy custom properties
951 bmesh.smoothing = o.data.smoothing
952 bmesh.use_lines = o.data.use_lines
953 bmesh.vertex_groups = o.data.vertex_groups
954 bmesh.max_groups_per_vertex = o.data.max_groups_per_vertex
955 bmesh.use_uv = o.data.use_uv
956 bmesh.tangent_vecs = o.data.tangent_vecs
957 bmesh.tangent_uvtex = o.data.tangent_uvtex
962 for i, s in enumerate(eval_obj.material_slots):
964 me.materials[i] = s.material
971 mesh.name = obj.data.name
973 task = ctx.task("Triangulating", 0.3)
974 mesh.prepare_triangles(task)
975 task = ctx.task("Smoothing", 0.5)
976 mesh.prepare_smoothing(task)
977 if mesh.splat_sources:
978 task = ctx.task("Splat weights", 0.6)
979 mesh.prepare_splat_weights(task)
981 task = ctx.task("Vertex groups", 0.6)
982 mesh.prepare_vertex_groups(obj)
983 task = ctx.task("Preparing UVs", 0.75)
984 mesh.prepare_uv(task)
985 task = ctx.task("Preparing vertex colors", 0.85)
986 mesh.prepare_colors(task)
987 task = ctx.task("Render sequence", 1.0)
988 mesh.prepare_sequence(task)