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, group):
71 self.group = group.group
72 self.weight = group.weight
79 def __init__(self, face):
80 self.index = face.index
82 self.edge_keys = face.edge_keys
83 self.vertices = face.vertices[:]
84 self.loop_indices = face.loop_indices
85 self.normal = face.normal
86 self.use_smooth = face.use_smooth
87 self.material_index = face.material_index
90 def __cmp__(self, other):
93 return cmp(self.index, other.index)
95 def pivot_vertex(self, v):
96 n = self.vertices.index(v)
97 return [(n+i)%len(self.vertices) for i in range(len(self.vertices))]
99 def get_loop_index(self, v):
100 return self.loop_indices[self.vertices.index(v)]
102 def get_edge(self, v1, v2):
103 key = make_edge_key(v1.index, v2.index)
107 raise KeyError("No edge %s"%(key,))
109 def other_edge(self, e, v):
111 if d!=e and v in d.vertices:
114 def get_neighbors(self):
115 neighbors = [e.other_face(self) for e in self.edges]
116 return list(filter(bool, neighbors))
120 def __init__(self, e):
122 self.vertices = e.vertices[:]
127 def __init__(self, arg):
133 self.uvs = [mathutils.Vector(d.uv) for d in arg.data]
138 dot = self.name.find('.')
140 ext = self.name[dot:]
141 if ext.startswith(".unit") and ext[5:].isdigit():
142 self.unit = int(ext[5:])
148 def __init__(self, l):
150 self.colors = [c.color[:] for c in l.data]
154 def __init__(self, mesh):
155 self.name = mesh.name
157 self.winding_test = mesh.winding_test
158 self.smoothing = mesh.smoothing
159 self.use_uv = mesh.use_uv
160 self.tangent_uvtex = mesh.tangent_uvtex
161 self.use_strips = mesh.use_strips
162 self.vertex_groups = mesh.vertex_groups
165 self.vertices = [Vertex(v) for v in mesh.vertices]
166 if self.vertex_groups:
167 for v in self.vertices:
168 v.groups = [VertexGroup(g) for g in v.groups]
170 self.faces = [Face(f) for f in mesh.polygons]
171 self.edges = [Edge(e) for e in mesh.edges]
172 self.loops = mesh.loops[:]
173 self.materials = mesh.materials[:]
175 self.use_auto_smooth = mesh.use_auto_smooth
176 self.auto_smooth_angle = mesh.auto_smooth_angle
177 self.max_groups_per_vertex = mesh.max_groups_per_vertex
179 # Clone only the desired UV layers
180 if mesh.use_uv=='NONE' or not mesh.uv_layers:
183 self.uv_layers = [UvLayer(u) for u in mesh.uv_layers if u.data]
185 # Assign texture unit numbers to UV layers that lack one
186 missing_unit = [u for u in self.uv_layers if u.unit is None]
188 missing_unit = sorted(missing_unit, key=(lambda u: u.name))
189 used_units = [u.unit for u in self.uv_layers if u.unit is not None]
190 for u, n in zip(missing_unit, (i for i in itertools.count() if i not in used_units)):
193 self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
195 if mesh.use_uv=='UNIT0' and self.uv_layers:
196 self.uv_layers = [self.uv_layers[0]]
197 if self.uv_layers[0].unit!=0:
201 if mesh.vertex_colors:
202 self.colors = ColorLayer(mesh.vertex_colors[0])
204 # Rewrite links between elements to point to cloned data, or create links
205 # where they don't exist
206 edge_map = {e.key: e for e in self.edges}
208 if len(f.vertices)>4:
209 raise ValueError("Unsupported face on mesh {}: N-gon".format(self.name))
211 f.vertices = [self.vertices[i] for i in f.vertices]
215 for k in f.edge_keys:
221 e.vertices = [self.vertices[i] for i in e.vertices]
225 # Store loose edges as lines
227 self.lines = [Line(e) for e in self.edges if not e.faces]
231 # Check if tangent vectors are needed
232 if mesh.tangent_vecs=='NO':
233 self.tangent_vecs = False
234 elif mesh.tangent_vecs=='YES':
235 self.tangent_vecs = True
236 elif mesh.tangent_vecs=='AUTO':
237 from .material import Material
238 self.tangent_vecs = False
239 for m in self.materials:
242 normal_prop = next((p for p in mat.properties if p.tex_keyword=="normal_map"), None)
243 if normal_prop and normal_prop.texture:
244 self.tangent_vecs = True
246 self.vertex_sequence = []
248 def transform(self, matrix):
249 for v in self.vertices:
252 def splice(self, other):
253 if len(self.uv_layers)!=len(other.uv_layers):
254 raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name))
255 for i, u in enumerate(self.uv_layers):
256 if u.name!=other.uv_layers[i].name:
257 raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name))
259 # Merge materials and form a lookup from source material indices to the
260 # merged material list
262 for m in other.materials:
263 if m in self.materials:
264 material_atlas.append(self.materials.index(m))
266 material_atlas.append(len(self.materials))
267 self.materials.append(m)
269 # Append data and adjust indices where necessary. Since the data is
270 # spliced from the source mesh, rebuilding references is not necessary.
271 for i, u in enumerate(self.uv_layers):
272 u.uvs += other.uv_layers[i].uvs
276 self.colors.colors += other.colors.colors
278 self.colors.colors += [(1.0, 1.0, 1.0, 1.0)]*len(other.loops)
280 self.colors = ColorLayer(other.colors.name)
281 self.colors.colors = [(1.0, 1.0, 1.0, 1.0)]*len(self.loops)+other.colors.colors
283 offset = len(self.vertices)
284 self.vertices += other.vertices
285 for v in self.vertices[offset:]:
288 loop_offset = len(self.loops)
289 self.loops += other.loops
291 offset = len(self.faces)
292 self.faces += other.faces
293 for f in self.faces[offset:]:
295 f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
297 f.material_index = material_atlas[f.material_index]
299 offset = len(self.edges)
300 self.edges += other.edges
301 for e in self.edges[offset:]:
303 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
305 self.lines += other.lines
307 def prepare_triangles(self, task):
308 face_count = len(self.faces)
309 for i in range(face_count):
311 nverts = len(f.vertices)
315 # Calculate normals at each vertex of the face
317 for j in range(nverts):
318 edge_vecs.append(f.vertices[(j+1)%nverts].co-f.vertices[j].co)
321 for j in range(nverts):
322 normals.append(edge_vecs[j-1].cross(edge_vecs[j]).normalized())
324 # Check which diagonal results in a flatter triangulation
325 flatness1 = normals[0].dot(normals[2])
326 flatness2 = normals[1].dot(normals[3])
327 cut_index = 1 if flatness1>flatness2 else 0
330 nf.index = len(self.faces)
331 self.faces.append(nf)
334 ne.index = len(self.edges)
335 self.edges.append(ne)
337 nf.vertices = [f.vertices[cut_index], f.vertices[2], f.vertices[3]]
338 nf.loop_indices = [f.loop_indices[cut_index], f.loop_indices[2], f.loop_indices[3]]
339 for v in nf.vertices:
342 ne.vertices = [f.vertices[cut_index], f.vertices[2+cut_index]]
343 for v in ne.vertices:
345 ne.key = make_edge_key(ne.vertices[0].index, ne.vertices[1].index)
348 f.vertices[3-cut_index].faces.remove(f)
349 del f.vertices[3-cut_index]
350 f.loop_indices = [f.loop_indices[0], f.loop_indices[1], f.loop_indices[2+cut_index]]
354 nf.edges = [ne, f.edges[2], f.edges[3]]
355 f.edges = [f.edges[0], f.edges[1], ne]
357 nf.edges = [f.edges[1], f.edges[2], ne]
358 f.edges = [f.edges[0], ne, f.edges[3]]
364 f.normal = normals[1-cut_index]
365 nf.normal = normals[3-cut_index]
367 task.set_progress(i/face_count)
369 def prepare_smoothing(self, task):
371 if self.smoothing=='NONE':
376 elif self.use_auto_smooth:
377 smooth_limit = math.cos(self.auto_smooth_angle)
380 e.check_smooth(smooth_limit)
382 subtask = task.task("Sharp edges", 0.7)
383 self.split_vertices(self.find_smooth_group, subtask)
385 if self.smoothing!='BLENDER':
386 subtask = task.task("Updating normals", 1.0)
387 self.compute_normals(subtask)
389 def prepare_vertex_groups(self, obj):
390 if not self.vertex_groups:
393 for v in self.vertices:
395 weight_sum = sum(g.weight for g in v.groups)
396 v.groups = sorted(v.groups, key=(lambda g: g.weight), reverse=True)[:self.max_groups_per_vertex]
397 weight_scale = weight_sum/sum(g.weight for g in v.groups)
399 g.weight *= weight_scale
400 while len(v.groups)<self.max_groups_per_vertex:
401 v.groups.append(VertexGroup(None))
403 if obj.parent and obj.parent.type=="ARMATURE":
404 armature = obj.parent.data
405 bone_indices = {b.name: i for i, b in enumerate(armature.bones)}
406 group_index_map = {i: i for i in range(len(obj.vertex_groups))}
407 for g in first_obj.vertex_groups:
408 if g.name in bone_indices:
409 group_index_map[g.index] = bone_indices[g.name]
411 for v in self.vertices:
413 g.group = group_index_map[g.group]
415 def apply_material_atlas(self, material_atlas):
416 for m in self.materials:
417 if m.name not in material_atlas.material_names:
418 raise Exception("Material atlas {} is not compatible with Mesh {}".format(material_atlas.name, self.name))
420 if self.use_uv=='NONE':
423 layer = UvLayer("material_atlas")
424 if self.use_uv=='UNIT0':
425 self.uv_layers = [layer]
428 self.uv_layers.append(layer)
429 used_units = [u.unit for u in self.uv_layers]
430 layer.unit = next(i for i in itertools.count() if i not in used_units)
431 self.uv_layers.sort(key=lambda u: u.unit)
433 layer.uvs = [(0.0, 0.0)]*len(self.loops)
435 uv = material_atlas.get_material_uv(self.materials[f.material_index])
436 for i in f.loop_indices:
439 def prepare_uv(self, task):
440 # Form a list of UV layers referenced by materials with the array atlas
442 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']
443 array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
448 if f.material_index<len(self.materials):
449 mat = self.materials[f.material_index]
450 if mat and mat.array_atlas:
451 layer = mat.array_layer
453 for l in array_uv_layers:
454 for i in f.loop_indices:
455 l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
457 # Split by the UV layer used for tangent vectors first so connectivity
458 # remains intact for tangent vector computation
459 tangent_layer_index = -1
460 if self.tangent_vecs:
461 if self.tangent_uvtex:
462 uv_names = [u.name for u in self.uv_layers]
463 if self.tangent_uvtex in uv_names:
464 tangent_layer_index = uv_names.index(self.tangent_uvtex)
465 elif self.uv_layers[0].unit==0:
466 tangent_layer_index = 0
468 if tangent_layer_index<0:
469 raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name))
471 prog_count = len(self.uv_layers)
472 if tangent_layer_index>=0:
474 task.set_slices(prog_count)
476 if tangent_layer_index>=0:
477 subtask = task.next_slice("Computing tangents")
478 self.split_vertices(self.find_uv_group, subtask, tangent_layer_index)
479 subtask = task.next_slice(self.tangent_uvtex)
480 self.compute_tangents(tangent_layer_index, subtask)
482 # Split by the remaining UV layers
483 for i, u in enumerate(self.uv_layers):
484 if i==tangent_layer_index:
487 subtask = task.next_slice(u.name)
488 self.split_vertices(self.find_uv_group, subtask, i)
490 # Copy UVs from layers to vertices
491 for v in self.vertices:
493 # All faces still connected to the vertex have the same UV value
495 i = f.get_loop_index(v)
496 v.uvs = [u.uvs[i] for u in self.uv_layers]
498 v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
500 def prepare_colors(self, task):
504 self.split_vertices(self.find_color_group, task)
506 for v in self.vertices:
509 v.color = self.colors.colors[f.get_loop_index(v)]
511 v.color = (1.0, 1.0, 1.0, 1.0)
513 def split_vertices(self, find_group_func, task, *args):
514 vertex_count = len(self.vertices)
515 for i in range(vertex_count):
520 # Find all groups of faces on this vertex
524 groups.append(find_group_func(v, f, *args))
526 # Give groups after the first separate copies of the vertex
529 nv.index = len(self.vertices)
530 self.vertices.append(nv)
533 e_faces_in_g = [f for f in e.faces if f in g]
537 if len(e_faces_in_g)<len(e.faces):
538 # Create a copy of an edge at the boundary of the group
540 ne.index = len(self.edges)
541 self.edges.append(ne)
543 ne.other_vertex(v).edges.append(ne)
545 for f in e_faces_in_g:
547 f.edges[f.edges.index(e)] = ne
552 e.vertices[e.vertices.index(v)] = nv
555 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
557 # Filter out any edges that were removed from the original vertex
558 v.edges = [e for e in v.edges if v in e.vertices]
562 f.vertices[f.vertices.index(v)] = nv
565 task.set_progress(i/vertex_count)
567 def find_smooth_group(self, vertex, face):
570 edges = [e for e in face.edges if vertex in e.vertices]
582 e = f.other_edge(e, vertex)
586 def find_uv_group(self, vertex, face, index):
587 layer = self.uv_layers[index]
588 uv = layer.uvs[face.get_loop_index(vertex)]
592 for f in vertex.faces:
593 if not f.flag and layer.uvs[f.get_loop_index(vertex)]==uv:
599 def find_color_group(self, vertex, face):
600 color = self.colors.colors[face.get_loop_index(vertex)]
604 for f in vertex.faces:
605 if not f.flag and self.colors.colors[f.get_loop_index(vertex)]==color:
611 def compute_normals(self, task):
612 for i, v in enumerate(self.vertices):
613 v.normal = mathutils.Vector()
615 vi = f.pivot_vertex(v)
616 edge1 = f.vertices[vi[1]].co-v.co
617 edge2 = f.vertices[vi[-1]].co-v.co
618 if edge1.length and edge2.length:
619 # Use the angle between edges as a weighting factor. This gives
620 # more consistent normals on bends with an inequal number of
621 # faces on each side.
622 v.normal += f.normal*edge1.angle(edge2)
627 v.normal = mathutils.Vector((0, 0, 1))
629 task.set_progress(i/len(self.vertices))
631 def compute_tangents(self, index, task):
632 layer_uvs = self.uv_layers[index].uvs
634 for i, v in enumerate(self.vertices):
635 v.tan = mathutils.Vector()
637 vi = f.pivot_vertex(v)
638 uv0 = layer_uvs[f.loop_indices[vi[0]]]
639 uv1 = layer_uvs[f.loop_indices[vi[1]]]
640 uv2 = layer_uvs[f.loop_indices[vi[-1]]]
645 edge1 = f.vertices[vi[1]].co-f.vertices[vi[0]].co
646 edge2 = f.vertices[vi[-1]].co-f.vertices[vi[0]].co
647 div = (du1*dv2-du2*dv1)
649 mul = edge1.angle(edge2)/div
650 v.tan += (edge1*dv2-edge2*dv1)*mul
655 task.set_progress(i/len(self.vertices))
657 def prepare_sequence(self, task):
658 subtask = task.task("Reordering faces", 0.5)
659 self.reorder_faces(subtask)
661 subtask = task.task("Building sequence", 1.0)
663 for i, f in enumerate(self.faces):
666 # Rotate the first three vertices so that the new face can be added
667 if sequence[0] in f.vertices and sequence[1] not in f.vertices:
668 sequence.append(sequence[0])
670 elif sequence[2] not in f.vertices and sequence[1] in f.vertices:
671 sequence.insert(0, sequence[-1])
674 if sequence[-1] not in f.vertices:
677 to_add = [v for v in f.vertices if v!=sequence[-1] and v!=sequence[-2]]
679 if (f.vertices[1]==sequence[-1]) != (len(sequence)%2==1):
681 sequence.append(sequence[-1])
685 sequence = f.vertices[:]
686 self.vertex_sequence.append(sequence)
688 subtask.set_progress(i/len(self.faces))
690 self.reorder_vertices()
692 def reorder_faces(self, task):
693 # Tom Forsyth's vertex cache optimization algorithm
694 # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
699 last_triangle_score = 0.75
700 cache_decay_power = 1.5
701 valence_boost_scale = 2.0
702 valence_boost_power = -0.5
707 # Keep track of the score and number of unused faces for each vertex
708 vertex_info = [[0, len(v.faces)] for v in self.vertices]
709 for vi in vertex_info:
711 vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
719 # Previous iteration gave no candidate for best face (or this is
720 # the first iteration). Scan all faces for the highest score.
726 score = sum(vertex_info[v.index][0] for v in f.vertices)
734 reordered_faces.append(face)
737 for v in face.vertices:
738 vertex_info[v.index][1] -= 1
740 # Shuffle the vertex into the front of the cache
741 if v in cached_vertices:
742 cached_vertices.remove(v)
743 cached_vertices.insert(0, v)
745 # Update scores for all vertices in the cache
746 for i, v in enumerate(cached_vertices):
749 score += last_triangle_score
750 elif i<max_cache_size:
751 score += (1-(i-3)/(max_cache_size-3))**cache_decay_power
752 if vertex_info[v.index][1]:
753 score += valence_boost_scale*(vertex_info[v.index][1]**valence_boost_power)
754 vertex_info[v.index][0] = score
758 for v in cached_vertices:
761 score = sum(vertex_info[fv.index][0] for fv in f.vertices)
766 del cached_vertices[max_cache_size:]
769 task.set_progress(n_processed/len(self.faces))
771 self.faces = reordered_faces
772 for i, f in enumerate(self.faces):
775 def reorder_vertices(self):
776 for v in self.vertices:
779 reordered_vertices = []
780 for s in self.vertex_sequence:
783 v.index = len(reordered_vertices)
784 reordered_vertices.append(v)
786 for v in self.vertices:
788 v.index = len(reordered_vertices)
789 reordered_vertices.append(v)
791 self.vertices = reordered_vertices
794 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
797 def create_mesh_from_object(ctx, obj, material_atlas):
799 raise Exception("Object {} is not a mesh".format(obj.name))
801 task = ctx.task("Collecting mesh data", 0.2)
803 objs = [(obj, mathutils.Matrix())]
809 if c.type=="MESH" and c.compound:
810 objs.append((c, m*c.matrix_local))
812 dg = ctx.context.evaluated_depsgraph_get()
816 eval_obj = o.evaluated_get(dg)
817 bmesh = eval_obj.to_mesh()
819 # Object.to_mesh does not copy custom properties
820 bmesh.winding_test = o.data.winding_test
821 bmesh.smoothing = o.data.smoothing
822 bmesh.use_lines = o.data.use_lines
823 bmesh.vertex_groups = o.data.vertex_groups
824 bmesh.max_groups_per_vertex = o.data.max_groups_per_vertex
825 bmesh.use_uv = o.data.use_uv
826 bmesh.tangent_vecs = o.data.tangent_vecs
827 bmesh.tangent_uvtex = o.data.tangent_uvtex
832 for i, s in enumerate(eval_obj.material_slots):
834 me.materials[i] = s.material
841 mesh.name = obj.data.name
844 mesh.apply_material_atlas(material_atlas)
846 task = ctx.task("Triangulating", 0.3)
847 mesh.prepare_triangles(task)
848 task = ctx.task("Smoothing", 0.5)
849 mesh.prepare_smoothing(task)
850 task = ctx.task("Vertex groups", 0.6)
851 mesh.prepare_vertex_groups(obj)
852 task = ctx.task("Preparing UVs", 0.75)
853 mesh.prepare_uv(task)
854 task = ctx.task("Preparing vertex colors", 0.85)
855 mesh.prepare_colors(task)
856 task = ctx.task("Render sequence", 1.0)
857 mesh.prepare_sequence(task)