return (min(i1, i2), max(i1, i2))
class Edge:
- def __init__(self, me):
- if me.__class__==Edge:
- self._medge = me._medge
- self.vertices = me.vertices[:]
- self.smooth = me.smooth
+ def __init__(self, edge):
+ if edge.__class__==Edge:
+ self._edge = edge._edge
+ self.smooth = edge.smooth
else:
- self._medge = me
+ self._edge = edge
self.smooth = False
- self.key = me.key
+ if edge:
+ self.vertices = edge.vertices[:]
+ self.key = edge.key
+ else:
+ self.vertices = []
+ self.key = None
self.faces = []
def __getattr__(self, attr):
- return getattr(self._medge, attr)
+ return getattr(self._edge, attr)
def check_smooth(self, limit):
if len(self.faces)!=2:
class Vertex:
- def __init__(self, mv):
- if mv.__class__==Vertex:
- self._mvert = mv._mvert
- self.uvs = mv.uvs[:]
- self.tan = mv.tan
- self.bino = mv.bino
+ def __init__(self, vertex):
+ if vertex.__class__==Vertex:
+ self._vertex = vertex._vertex
+ self.uvs = vertex.uvs[:]
+ self.tan = vertex.tan
+ self.bino = vertex.bino
else:
- self._mvert = mv
+ self._vertex = vertex
self.uvs = []
self.tan = None
self.bino = None
- self.index = mv.index
- self.co = mv.co
- self.normal = mv.normal
+ self.index = vertex.index
+ self.co = vertex.co
+ self.normal = vertex.normal
self.flag = False
self.edges = []
self.faces = []
- self.groups = mv.groups[:]
+ self.groups = vertex.groups[:]
def __getattr__(self, attr):
- return getattr(self._mvert, attr)
+ return getattr(self._vertex, attr)
def __cmp__(self, other):
if other is None:
class VertexGroup:
- def __init__(self, base):
- self._base = base
- self.group = base.group
- self.weight = base.weight
+ def __init__(self, group):
+ self._group = group
+ self.group = group.group
+ self.weight = group.weight
def __getattr__(self, attr):
- return getattr(self._mvert, attr)
+ return getattr(self._group, attr)
class Face:
- def __init__(self, mf):
- self._mface = mf
- self.index = mf.index
+ def __init__(self, face):
+ self._face = face
+ self.index = face.index
self.edges = []
- self.vertices = mf.vertices[:]
+ self.vertices = face.vertices[:]
self.uvs = []
self.flag = False
def __getattr__(self, attr):
- return getattr(self._mface, attr)
+ return getattr(self._face, attr)
def __cmp__(self, other):
if other is None:
class Mesh:
- def __init__(self, m):
- self._mesh = m
+ def __init__(self, mesh):
+ self._mesh = mesh
- self.winding_test = m.winding_test
- self.tbn_vecs = m.tbn_vecs
- self.vertex_groups = m.vertex_groups
+ self.winding_test = mesh.winding_test
+ self.tbn_vecs = mesh.tbn_vecs
+ self.vertex_groups = mesh.vertex_groups
+ # Clone basic data
self.vertices = [Vertex(v) for v in self.vertices]
+ for v in self.vertices:
+ v.groups = [VertexGroup(g) for g in v.groups]
+
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[:]
+
+ # Clone only the desired UV layers
if self.use_uv=='NONE' or not self.uv_layers:
self.uv_layers = []
else:
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
- for v in self.vertices:
- v.groups = [VertexGroup(g) for g in v.groups]
-
+ # Rewrite links between elements to point to cloned data, or create links
+ # where they don't exist
+ 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 v in e.vertices:
v.edges.append(e)
+ # Store loose edges as lines
if self.use_lines:
self.lines = [Line(e) for e in self.edges if not e.faces]
else:
if u.name!=other.uv_layers[i].name:
raise ValueError("Meshes have incompatible UV layers")
+ # Merge materials and form a lookup from source material indices to the
+ # merged material list
material_map = []
for m in other.materials:
if m in self.materials:
material_map.append(len(self.materials))
self.materials.append(m)
+ # Append data and adjust indices where necessary. Since the data is
+ # spliced from the source mesh, rebuilding references is not necessary.
for i, u in enumerate(self.uv_layers):
u.uvs += other.uv_layers[i].uvs
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_triangles(self, progress):
+ face_count = len(self.faces)
+ for i in range(face_count):
+ f = self.faces[i]
+ nverts = len(f.vertices)
+ if nverts==3:
+ continue
+
+ # Calculate normals at each vertex of the face
+ edge_vecs = []
+ for j in range(nverts):
+ edge_vecs.append(f.vertices[(j+1)%nverts].co-f.vertices[j].co)
+
+ normals = []
+ for j in range(nverts):
+ normals.append(edge_vecs[j].cross(edge_vecs[j-1]).normalized())
+
+ # Check which diagonal results in a flatter triangulation
+ flatness1 = normals[0].dot(normals[2])
+ flatness2 = normals[1].dot(normals[3])
+ cut_index = 1 if flatness1>flatness2 else 0
+
+ nf = Face(f)
+ nf.index = len(self.faces)
+ self.faces.append(nf)
+
+ ne = Edge(None)
+ ne.index = len(self.edges)
+ self.edges.append(ne)
+
+ nf.vertices = [f.vertices[cut_index], f.vertices[2], f.vertices[3]]
+ nf.loop_indices = [f.loop_indices[cut_index], f.loop_indices[2], f.loop_indices[3]]
+ for v in nf.vertices:
+ v.faces.append(nf)
+
+ ne.vertices = [f.vertices[cut_index], f.vertices[2+cut_index]]
+ for v in ne.vertices:
+ v.edges.append(ne)
+ ne.key = make_edge_key(ne.vertices[0].index, ne.vertices[1].index)
+ ne.smooth = True
+
+ f.vertices[3-cut_index].faces.remove(f)
+ del f.vertices[3-cut_index]
+ f.loop_indices = [f.loop_indices[0], f.loop_indices[1], f.loop_indices[2+cut_index]]
+
+ ne.faces = [f, nf]
+ if cut_index==0:
+ nf.edges = [ne, f.edges[2], f.edges[3]]
+ f.edges = [f.edges[0], f.edges[1], ne]
+ else:
+ nf.edges = [f.edges[1], f.edges[2], ne]
+ f.edges = [f.edges[0], ne, f.edges[3]]
+
+ f.normal = normals[1-cut_index]
+ nf.normal = normals[3-cut_index]
+
+ progress.set_progress(i/face_count)
+
def prepare_smoothing(self, progress):
smooth_limit = -1
if self.smoothing=='NONE':
for i in f.loop_indices:
layer.uvs[i] = uv
+ # Form a list of UV layers referenced by materials with the array atlas
+ # property set
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']
array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
for i in f.loop_indices:
l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
+ # Copy UVs from layers to faces
for f in self.faces:
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
+ # Split by the UV layer used for TBN vectors first so connectivity
+ # remains intact for TBN vector computation
tbn_layer_index = -1
if self.tbn_vecs:
uv_names = [u.name for u in self.uv_layers]
progress.pop_task()
prog_step = 2
+ # Split by the remaining UV layers
for i, u in enumerate(self.uv_layers):
if i==tbn_layer_index:
continue
progress.pop_task()
prog_step += 1
+ # Copy UVs from faces to vertices
for v in self.vertices:
if v.faces:
+ # All faces still connected to the vertex have the same UV value
f = v.faces[0]
i = f.vertices.index(v)
v.uvs = [u[i] for u in f.uvs]
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 = []
+ # Find all groups of faces on this vertex
+ 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)
+ # Give groups after the first separate copies of the vertex
+ for g in groups[1:]:
+ nv = Vertex(v)
+ nv.index = len(self.vertices)
+ self.vertices.append(nv)
- 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):
+ # Create a copy of an edge at the boundary of the group
ne = Edge(e)
ne.index = len(self.edges)
self.edges.append(ne)
- ne.other_vertex(self.vertices[i]).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)
- e.vertices[e.vertices.index(self.vertices[i])] = v
- v.edges.append(e)
+ 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
+
+ # Filter out any edges that were removed from the original vertex
+ 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)
- 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
edge1 = fv[1].co-fv[0].co
edge2 = fv[-1].co-fv[0].co
if edge1.length and edge2.length:
+ # Use the angle between edges as a weighting factor. This gives
+ # more consistent normals on bends with an inequal number of
+ # faces on each side.
v.normal += f.normal*edge1.angle(edge2)
if v.normal.length:
progress.set_progress(i/len(self.vertices))
def compute_tbn(self, index, progress):
+ # This function is called at an early stage during UV preparation when
+ # face UVs are not available yet
layer_uvs = self.uv_layers[index].uvs
for i, v in enumerate(self.vertices):
def drop_references(self):
for v in self.vertices:
- v._mvert = None
+ v._vertex = None
for g in v.groups:
- g._base = None
+ g._group = None
for e in self.edges:
- e._medge = None
+ e._edge = None
for f in self.faces:
- f._mface = None
+ f._face = None
for u in self.uv_layers:
u._layer = None
self._mesh = None
if obj.type!="MESH":
raise Exception("Object is not a mesh")
- progress.push_task("Preparing mesh", 0.0, 0.3)
+ progress.push_task("Preparing mesh", 0.0, 0.2)
objs = [(obj, mathutils.Matrix())]
i = 0
else:
mesh = me
+ progress.set_task("Triangulating", 0.2, 0.3)
+ mesh.prepare_triangles(progress)
progress.set_task("Smoothing", 0.3, 0.6)
mesh.prepare_smoothing(progress)
progress.set_task("Vertex groups", 0.6, 0.7)
progress.set_task("Preparing UVs", 0.7, 1.0)
mesh.prepare_uv(obj, progress)
+ # Discard the temporary Blender meshes after making sure there's no
+ # references to the data
mesh.drop_references()
for m in bmeshes:
bpy.data.meshes.remove(m)