]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/mesh.py
Explicitly triangulate faces in the Blender exporter
[libs/gl.git] / blender / io_mspgl / mesh.py
index 44fbdcb0115b20368ff6499fb6b0c075def650a2..10c2c21430e997465f1f870820b310ba56d98286 100644 (file)
@@ -9,12 +9,16 @@ class Edge:
        def __init__(self, edge):
                if edge.__class__==Edge:
                        self._edge = edge._edge
-                       self.vertices = edge.vertices[:]
                        self.smooth = edge.smooth
                else:
                        self._edge = edge
                        self.smooth = False
-               self.key = edge.key
+               if edge:
+                       self.vertices = edge.vertices[:]
+                       self.key = edge.key
+               else:
+                       self.vertices = []
+                       self.key = None
                self.faces = []
 
        def __getattr__(self, attr):
@@ -167,12 +171,17 @@ class Mesh:
                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.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:
@@ -182,15 +191,15 @@ class Mesh:
                        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:
@@ -210,6 +219,7 @@ class Mesh:
                        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:
@@ -229,6 +239,8 @@ class Mesh:
                        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:
@@ -237,6 +249,8 @@ class Mesh:
                                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
 
@@ -265,6 +279,64 @@ class Mesh:
 
                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':
@@ -325,6 +397,8 @@ class Mesh:
                                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]
 
@@ -340,6 +414,7 @@ class Mesh:
                                        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])
@@ -347,6 +422,8 @@ class Mesh:
                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]
@@ -360,6 +437,7 @@ class Mesh:
                                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
@@ -369,8 +447,10 @@ class Mesh:
                        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]
@@ -384,11 +464,13 @@ class Mesh:
                        for f in v.faces:
                                f.flag = False
 
+                       # Find all groups of faces on this vertex
                        groups = []
                        for f in v.faces:
                                if not f.flag:
                                        groups.append(find_group_func(v, f, *args))
 
+                       # Give groups after the first separate copies of the vertex
                        for g in groups[1:]:
                                nv = Vertex(v)
                                nv.index = len(self.vertices)
@@ -400,6 +482,7 @@ class Mesh:
                                                continue
 
                                        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)
@@ -418,6 +501,7 @@ class Mesh:
 
                                        e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
 
+                               # 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:
@@ -466,6 +550,9 @@ class Mesh:
                                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:
@@ -476,6 +563,8 @@ class Mesh:
                        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):
@@ -567,7 +656,7 @@ 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)
+       progress.push_task("Preparing mesh", 0.0, 0.2)
 
        objs = [(obj, mathutils.Matrix())]
        i = 0
@@ -602,6 +691,8 @@ def create_mesh_from_object(context, obj, progress):
                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)
@@ -609,6 +700,8 @@ def create_mesh_from_object(context, obj, progress):
        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)