self.vertices = [Vertex(v) for v in self.vertices]
self.faces = [Face(f) for f in self.polygons]
self.edges = [Edge(e) for e in self.edges]
- self.edge_map = {e.key: e for e in self.edges}
self.loops = self.loops[:]
self.materials = self.materials[:]
for v in self.vertices:
v.groups = [VertexGroup(g) for g in v.groups]
+ edge_map = {e.key: e for e in self.edges}
for f in self.faces:
if len(f.vertices)>4:
raise ValueError("Ngons are not supported")
v.faces.append(f)
for k in f.edge_keys:
- e = self.edge_map[k]
+ e = edge_map[k]
e.faces.append(f)
f.edges.append(e)
for e in self.edges[offset:]:
e.index += offset
e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
- self.edge_map[e.key] = e
self.lines += other.lines
- def prepare_smoothing(self, progress=None):
+ def prepare_smoothing(self, progress):
smooth_limit = -1
if self.smoothing=='NONE':
for f in self.faces:
for e in self.edges:
e.check_smooth(smooth_limit)
+ progress.push_task("Sharp edges", 0.0, 0.7)
self.split_vertices(self.find_smooth_group, progress)
if self.smoothing!='BLENDER':
- self.compute_normals()
+ progress.set_task("Updating normals", 0.7, 1.0)
+ self.compute_normals(progress)
+
+ progress.pop_task()
def prepare_vertex_groups(self, obj):
for v in self.vertices:
for g in v.groups:
g.group = group_index_map[g.group]
- def prepare_uv(self, obj, progress=None):
+ def prepare_uv(self, obj, progress):
if obj.material_tex and self.use_uv!='NONE':
layer = UvLayer("material_tex")
for u in self.uv_layers:
f.uvs.append([u.uvs[i] for i in f.loop_indices])
+ prog_count = len(self.uv_layers)
+ prog_step = 0
+
tbn_layer_index = -1
if self.tbn_vecs:
uv_names = [u.name for u in self.uv_layers]
if self.tbn_uvtex in uv_names:
+ prog_count += 1
tbn_layer_index = uv_names.index(self.tbn_uvtex)
- self.compute_tbn(tbn_layer_index)
+ progress.push_task_slice("Computing TBN", 0, prog_count)
self.split_vertices(self.find_uv_group, progress, tbn_layer_index)
+ progress.set_task_slice(self.tbn_uvtex, 1, prog_count)
+ self.compute_tbn(tbn_layer_index, progress)
+ progress.pop_task()
+ prog_step = 2
+
+ for i, u in enumerate(self.uv_layers):
+ if i==tbn_layer_index:
+ continue
- for i in range(len(self.uv_layers)):
+ progress.push_task_slice(u.name, prog_step, prog_count)
self.split_vertices(self.find_uv_group, progress, i)
+ progress.pop_task()
+ prog_step += 1
for v in self.vertices:
if v.faces:
v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
def split_vertices(self, find_group_func, progress, *args):
- groups = []
- for i in range(len(self.vertices)):
+ vertex_count = len(self.vertices)
+ for i in range(vertex_count):
v = self.vertices[i]
for f in v.faces:
f.flag = False
- vg = []
+ groups = []
for f in v.faces:
if not f.flag:
- vg.append(find_group_func(v, f, *args))
+ groups.append(find_group_func(v, f, *args))
- groups.append(vg)
+ for g in groups[1:]:
+ nv = Vertex(v)
+ nv.index = len(self.vertices)
+ self.vertices.append(nv)
- if progress:
- progress.set_progress(i*0.5/len(self.vertices))
-
- for i in range(len(self.vertices)):
- for g in groups[i][1:]:
- v = Vertex(self.vertices[i])
- v.index = len(self.vertices)
- self.vertices.append(v)
-
- v_edges = []
- for e in self.vertices[i].edges:
+ for e in v.edges:
e_faces_in_g = [f for f in e.faces if f in g]
- if e_faces_in_g:
- boundary = len(e_faces_in_g)<len(e.faces)
- v_edges.append((e, boundary, e_faces_in_g))
+ if not e_faces_in_g:
+ continue
- for e, boundary, e_faces_in_g in v_edges:
- if boundary:
+ if len(e_faces_in_g)<len(e.faces):
ne = Edge(e)
ne.index = len(self.edges)
self.edges.append(ne)
+ ne.other_vertex(v).edges.append(ne)
+
for f in e_faces_in_g:
e.faces.remove(f)
f.edges[f.edges.index(e)] = ne
ne.faces.append(f)
+
e = ne
- else:
- del self.edge_map[e.key]
- self.vertices[i].edges.remove(e)
- v.edges.append(e)
- e.vertices[e.vertices.index(self.vertices[i])] = v
+ e.vertices[e.vertices.index(v)] = nv
+ nv.edges.append(e)
e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
- self.edge_map[e.key] = e
+
+ v.edges = [e for e in v.edges if v in e.vertices]
for f in g:
- self.vertices[i].faces.remove(f)
- f.vertices[f.vertices.index(self.vertices[i])] = v
- v.faces.append(f)
+ v.faces.remove(f)
+ f.vertices[f.vertices.index(v)] = nv
+ nv.faces.append(f)
- if progress:
- progress.set_progress(0.5+i*0.5/len(self.vertices))
+ progress.set_progress(i/vertex_count)
def find_smooth_group(self, vertex, face):
face.flag = True
return group
- def compute_normals(self):
- for v in self.vertices:
+ def compute_normals(self, progress):
+ for i, v in enumerate(self.vertices):
v.normal = mathutils.Vector()
for f in v.faces:
fv = f.pivot_vertices(v)
else:
v.normal = mathutils.Vector((0, 0, 1))
- def compute_tbn(self, index):
+ progress.set_progress(i/len(self.vertices))
+
+ def compute_tbn(self, index, progress):
layer_uvs = self.uv_layers[index].uvs
- for v in self.vertices:
+ for i, v in enumerate(self.vertices):
v.tan = mathutils.Vector()
v.bino = mathutils.Vector()
for f in v.faces:
if v.bino.length:
v.bino.normalize()
+ progress.set_progress(i/len(self.vertices))
+
def drop_references(self):
for v in self.vertices:
v._mvert = None
return result
-def create_mesh_from_object(context, obj, progress=None):
+def create_mesh_from_object(context, obj, progress):
if obj.type!="MESH":
raise Exception("Object is not a mesh")
+ progress.push_task("Preparing mesh", 0.0, 0.3)
+
objs = [(obj, mathutils.Matrix())]
i = 0
while i<len(objs):
else:
mesh = me
+ progress.set_task("Smoothing", 0.3, 0.6)
mesh.prepare_smoothing(progress)
+ progress.set_task("Vertex groups", 0.6, 0.7)
mesh.prepare_vertex_groups(obj)
+ progress.set_task("Preparing UVs", 0.7, 1.0)
mesh.prepare_uv(obj, progress)
mesh.drop_references()
for m in bmeshes:
bpy.data.meshes.remove(m)
+ progress.pop_task()
+
return mesh