-import bpy
import math
import mathutils
import itertools
self.weight = 0.0
+class Batch:
+ def __init__(self, pt):
+ self.primitive_type = pt
+ self.vertices = []
+
+
class Face:
def __init__(self, face):
self.index = face.index
def __init__(self, mesh):
self.name = mesh.name
- self.winding_test = mesh.winding_test
self.smoothing = mesh.smoothing
self.use_uv = mesh.use_uv
self.tangent_uvtex = mesh.tangent_uvtex
self.use_strips = mesh.use_strips
+ self.use_lines = mesh.use_lines
self.vertex_groups = mesh.vertex_groups
# Clone basic data
if normal_prop and normal_prop.texture:
self.tangent_vecs = True
- self.vertex_sequence = []
+ self.batches = []
def transform(self, matrix):
for v in self.vertices:
# Merge materials and form a lookup from source material indices to the
# merged material list
- material_atlas = []
+ material_lookup = []
for m in other.materials:
if m in self.materials:
- material_atlas.append(self.materials.index(m))
+ material_lookup.append(self.materials.index(m))
else:
- material_atlas.append(len(self.materials))
+ material_lookup.append(len(self.materials))
self.materials.append(m)
# Append data and adjust indices where necessary. Since the data is
f.index += offset
f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
if other.materials:
- f.material_index = material_atlas[f.material_index]
+ f.material_index = material_lookup[f.material_index]
offset = len(self.edges)
self.edges += other.edges
for g in v.groups:
g.group = group_index_map[g.group]
- def apply_material_atlas(self, material_atlas):
- for m in self.materials:
- if m.name not in material_atlas.material_names:
- raise Exception("Material atlas {} is not compatible with Mesh {}".format(material_atlas.name, self.name))
-
- if self.use_uv=='NONE':
- return
-
- layer = UvLayer("material_atlas")
- 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_atlas.get_material_uv(self.materials[f.material_index])
- for i in f.loop_indices:
- layer.uvs[i] = uv
-
def prepare_uv(self, task):
# Form a list of UV layers referenced by materials with the array atlas
# property set
self.reorder_faces(subtask)
subtask = task.task("Building sequence", 1.0)
+ if self.use_strips:
+ self.build_tristrip_sequence(subtask)
+ else:
+ self.build_triangle_sequence(subtask)
+
+ if self.use_lines:
+ self.build_line_sequence()
+
+ self.reorder_vertices()
+
+ def build_tristrip_sequence(self, task):
sequence = None
for i, f in enumerate(self.faces):
if sequence:
sequence += to_add
if not sequence:
- sequence = f.vertices[:]
- self.vertex_sequence.append(sequence)
+ self.batches.append(Batch("TRIANGLE_STRIP"))
+ sequence = self.batches[-1].vertices
+ sequence += f.vertices
- subtask.set_progress(i/len(self.faces))
+ task.set_progress(i/len(self.faces))
+
+ def build_triangle_sequence(self, task):
+ batch = Batch("TRIANGLES")
+ for f in self.faces:
+ batch.vertices += f.vertices
+ self.batches.append(batch)
+
+ def build_line_sequence(self):
+ batch = Batch("LINES")
+ for l in self.lines:
+ batch.vertices += l.vertices
+ self.batches.append(batch)
self.reorder_vertices()
v.index = -1
reordered_vertices = []
- for s in self.vertex_sequence:
- for v in s:
+ for b in self.batches:
+ for v in b.vertices:
if v.index<0:
v.index = len(reordered_vertices)
reordered_vertices.append(v)
e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
-def create_mesh_from_object(ctx, obj, material_atlas):
+def create_mesh_from_object(ctx, obj):
if obj.type!="MESH":
raise Exception("Object {} is not a mesh".format(obj.name))
bmesh = eval_obj.to_mesh()
# Object.to_mesh does not copy custom properties
- bmesh.winding_test = o.data.winding_test
bmesh.smoothing = o.data.smoothing
bmesh.use_lines = o.data.use_lines
bmesh.vertex_groups = o.data.vertex_groups
mesh.name = obj.data.name
- if material_atlas:
- mesh.apply_material_atlas(material_atlas)
-
task = ctx.task("Triangulating", 0.3)
mesh.prepare_triangles(task)
task = ctx.task("Smoothing", 0.5)