import bpy
import math
import mathutils
+import itertools
def make_edge_key(i1, i2):
return (min(i1, i2), max(i1, i2))
class Mesh:
def __init__(self, mesh):
self._mesh = mesh
+ self.name = mesh.name
self.winding_test = mesh.winding_test
self.tbn_vecs = mesh.tbn_vecs
self.uv_layers = []
else:
self.uv_layers = [UvLayer(u) for u in mesh.uv_layers]
- self.uv_layers = sorted([u for u in self.uv_layers if not u.hidden], key=(lambda u: (u.unit or 1000, u.name)))
+
+ # Assign texture unit numbers to UV layers that lack one
+ missing_unit = [u for u in self.uv_layers if u.unit is None]
+ if missing_unit:
+ missing_unit = sorted(missing_unit, key=(lambda u: u.name))
+ used_units = [u.unit for u in self.uv_layers if u.unit is not None]
+ for u, n in zip(missing_unit, (i for i in itertools.count() if i not in used_units)):
+ u.unit = n
+
+ self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
if self.use_uv=='UNIT0':
self.uv_layers = [self.uv_layers[0]]
-
- # Assign texture unit numbers to UV layers that lack one
- next_unit = max((u.unit+1 for u in self.uv_layers if u.unit is not None), default=0)
- for u in self.uv_layers:
- if not u.unit:
- u.unit = next_unit
- next_unit += 1
+ if self.uv_layers[0].unit!=0:
+ self.uv_layers = []
# Rewrite links between elements to point to cloned data, or create links
# where they don't exist
for g in v.groups:
g.group = group_index_map[g.group]
+ def apply_material_map(self, material_map):
+ for m in self.materials:
+ if m not in material_map.materials:
+ raise Exception("Material map is not compatible with Mesh")
+
+ if self.use_uv=='NONE':
+ return
+
+ layer = UvLayer("material_map")
+ if self.use_uv=='UNIT0':
+ self.uv_layers = [layer]
+ layer.unit = 0
+ else:
+ self.uv_layers.append(layer)
+ used_units = [u.unit for u in self.uv_layers]
+ layer.unit = next(i for i in itertools.count() if i not in used_units)
+ self.uv_layers.sort(key=lambda u: u.unit)
+
+ layer.uvs = [(0.0, 0.0)]*len(self.loops)
+ for f in self.faces:
+ uv = material_map.get_material_uv(self.materials[f.material_index])
+ for i in f.loop_indices:
+ layer.uvs[i] = uv
+
def prepare_uv(self, progress):
# Form a list of UV layers referenced by materials with the array atlas
# property set
self._mesh = None
-def create_mesh_from_object(context, obj, progress):
+def create_mesh_from_object(context, obj, progress, *, material_map=None):
if obj.type!="MESH":
raise Exception("Object is not a mesh")
else:
mesh = me
+ mesh.name = obj.data.name
+
+ if material_map:
+ mesh.apply_material_map(material_map)
+
progress.set_task("Triangulating", 0.2, 0.3)
mesh.prepare_triangles(progress)
progress.set_task("Smoothing", 0.3, 0.5)