]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/mesh.py
Simplify the resource separation options
[libs/gl.git] / blender / io_mspgl / mesh.py
index 08f0bb4ac814ea196d1411de15720c0ff17eb993..609f89a1566ae3848efa9404cb0358e537528e09 100644 (file)
@@ -114,7 +114,7 @@ class Face:
                        if flags[i] and not flags[(i+l-1)%l]:
                                return self.vertices[i:]+self.vertices[:i]
 
-       def get_edge(self, v1, v2):     
+       def get_edge(self, v1, v2):
                key = make_edge_key(v1.index, v2.index)
                for e in self.edges:
                        if e.key==key:
@@ -143,6 +143,7 @@ class UvLayer:
                if type(arg)==str:
                        self._layer = None
                        self.name = arg
+                       self.uvs = []
                else:
                        self._layer = arg
                        self.name = arg.name
@@ -166,26 +167,27 @@ class UvLayer:
 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.vertex_groups = mesh.vertex_groups
 
                # Clone basic data
-               self.vertices = [Vertex(v) for v in self.vertices]
+               self.vertices = [Vertex(v) for v in mesh.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[:]
+               self.faces = [Face(f) for f in mesh.polygons]
+               self.edges = [Edge(e) for e in mesh.edges]
+               self.loops = mesh.loops[:]
+               self.materials = mesh.materials[:]
 
                # Clone only the desired UV layers
-               if self.use_uv=='NONE' or not self.uv_layers:
+               if self.use_uv=='NONE' or not mesh.uv_layers:
                        self.uv_layers = []
                else:
-                       self.uv_layers = [UvLayer(u) for u in self.uv_layers]
+                       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)))
 
                        if self.use_uv=='UNIT0':
@@ -296,7 +298,7 @@ class Mesh:
 
                        normals = []
                        for j in range(nverts):
-                               normals.append(edge_vecs[j].cross(edge_vecs[j-1]).normalized())
+                               normals.append(edge_vecs[j-1].cross(edge_vecs[j]).normalized())
 
                        # Check which diagonal results in a flatter triangulation
                        flatness1 = normals[0].dot(normals[2])
@@ -333,6 +335,10 @@ class Mesh:
                        else:
                                nf.edges = [f.edges[1], f.edges[2], ne]
                                f.edges = [f.edges[0], ne, f.edges[3]]
+                       for e in nf.edges:
+                               if e!=ne:
+                                       e.faces.remove(f)
+                                       e.faces.append(nf)
 
                        f.normal = normals[1-cut_index]
                        nf.normal = normals[3-cut_index]
@@ -382,23 +388,7 @@ class Mesh:
                                for g in v.groups:
                                        g.group = group_index_map[g.group]
 
-       def prepare_uv(self, obj, progress):
-               if obj.material_tex and self.use_uv!='NONE':
-                       layer = UvLayer("material_tex")
-
-                       if self.use_uv=='UNIT0':
-                               self.uv_layers = [layer]
-                               layer.unit = 0
-                       else:
-                               self.uv_layers.append(layer)
-                               layer.unit = max((u.unit+1 for u in self.uv_layers if u.unit is not None), default=0)
-
-                       layer.uvs = [None]*len(self.loops)
-                       for f in self.faces:
-                               uv = mathutils.Vector(((f.material_index+0.5)/len(self.materials), 0.5))
-                               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
                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']
@@ -784,6 +774,8 @@ def create_mesh_from_object(context, obj, progress):
                else:
                        mesh = me
 
+       mesh.name = obj.data.name
+
        progress.set_task("Triangulating", 0.2, 0.3)
        mesh.prepare_triangles(progress)
        progress.set_task("Smoothing", 0.3, 0.5)
@@ -791,7 +783,7 @@ def create_mesh_from_object(context, obj, progress):
        progress.set_task("Vertex groups", 0.5, 0.6)
        mesh.prepare_vertex_groups(obj)
        progress.set_task("Preparing UVs", 0.6, 0.8)
-       mesh.prepare_uv(obj, progress)
+       mesh.prepare_uv(progress)
        progress.set_task("Render sequence", 0.8, 1.0)
        mesh.prepare_sequence(progress)