self.smoothing = mesh.smoothing
self.use_uv = mesh.use_uv
self.tangent_uvtex = mesh.tangent_uvtex
+ self.use_strips = mesh.use_strips
self.vertex_groups = mesh.vertex_groups
# Clone basic data
if mesh.use_uv=='NONE' or not mesh.uv_layers:
self.uv_layers = []
else:
- self.uv_layers = [UvLayer(u) for u in mesh.uv_layers]
+ self.uv_layers = [UvLayer(u) for u in mesh.uv_layers if u.data]
# Assign texture unit numbers to UV layers that lack one
missing_unit = [u for u in self.uv_layers if u.unit is None]
self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
- if mesh.use_uv=='UNIT0':
+ if mesh.use_uv=='UNIT0' and self.uv_layers:
self.uv_layers = [self.uv_layers[0]]
if self.uv_layers[0].unit!=0:
self.uv_layers = []
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")
+ raise ValueError("Unsupported face on mesh {}: N-gon".format(self.name))
f.vertices = [self.vertices[i] for i in f.vertices]
for v in f.vertices:
def splice(self, other):
if len(self.uv_layers)!=len(other.uv_layers):
- raise ValueError("Meshes have incompatible UV layers")
+ raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name))
for i, u in enumerate(self.uv_layers):
if u.name!=other.uv_layers[i].name:
- raise ValueError("Meshes have incompatible UV layers")
+ raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name))
# Merge materials and form a lookup from source material indices to the
# merged material list
self.lines += other.lines
- def prepare_triangles(self, progress):
+ def prepare_triangles(self, task):
face_count = len(self.faces)
for i in range(face_count):
f = self.faces[i]
f.normal = normals[1-cut_index]
nf.normal = normals[3-cut_index]
- progress.set_progress(i/face_count)
+ task.set_progress(i/face_count)
- def prepare_smoothing(self, progress):
+ def prepare_smoothing(self, task):
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)
+ subtask = task.task("Sharp edges", 0.7)
+ self.split_vertices(self.find_smooth_group, subtask)
if self.smoothing!='BLENDER':
- progress.set_task("Updating normals", 0.7, 1.0)
- self.compute_normals(progress)
-
- progress.pop_task()
+ subtask = task.task("Updating normals", 1.0)
+ self.compute_normals(subtask)
def prepare_vertex_groups(self, obj):
if not self.vertex_groups:
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")
+ raise Exception("Material atlas {} is not compatible with Mesh {}".format(material_atlas.name, self.name))
if self.use_uv=='NONE':
return
for i in f.loop_indices:
layer.uvs[i] = uv
- def prepare_uv(self, progress):
+ def prepare_uv(self, task):
# 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']
for i in f.loop_indices:
l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
- prog_count = len(self.uv_layers)
- prog_step = 0
-
# Split by the UV layer used for tangent vectors first so connectivity
# remains intact for tangent vector computation
tangent_layer_index = -1
elif self.uv_layers[0].unit==0:
tangent_layer_index = 0
- if tangent_layer_index>=0:
- prog_count += 1
- progress.push_task_slice("Computing tangents", 0, prog_count)
- self.split_vertices(self.find_uv_group, progress, tangent_layer_index)
- progress.set_task_slice(self.tangent_uvtex, 1, prog_count)
- self.compute_tangents(tangent_layer_index, progress)
- progress.pop_task()
- prog_step = 2
- else:
- raise Exception("Tangent UV layer not found")
+ if tangent_layer_index<0:
+ raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name))
+
+ prog_count = len(self.uv_layers)
+ if tangent_layer_index>=0:
+ prog_count += 1
+ task.set_slices(prog_count)
+
+ if tangent_layer_index>=0:
+ subtask = task.next_slice("Computing tangents")
+ self.split_vertices(self.find_uv_group, subtask, tangent_layer_index)
+ subtask = task.next_slice(self.tangent_uvtex)
+ self.compute_tangents(tangent_layer_index, subtask)
# Split by the remaining UV layers
for i, u in enumerate(self.uv_layers):
if i==tangent_layer_index:
continue
- 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
+ subtask = task.next_slice(u.name)
+ self.split_vertices(self.find_uv_group, subtask, i)
# Copy UVs from layers to vertices
for v in self.vertices:
else:
v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
- def prepare_colors(self, progress):
+ def prepare_colors(self, task):
if not self.colors:
return
- self.split_vertices(self.find_color_group, progress)
+ self.split_vertices(self.find_color_group, task)
for v in self.vertices:
if v.faces:
else:
v.color = (1.0, 1.0, 1.0, 1.0)
- def split_vertices(self, find_group_func, progress, *args):
+ def split_vertices(self, find_group_func, task, *args):
vertex_count = len(self.vertices)
for i in range(vertex_count):
v = self.vertices[i]
f.vertices[f.vertices.index(v)] = nv
nv.faces.append(f)
- progress.set_progress(i/vertex_count)
+ task.set_progress(i/vertex_count)
def find_smooth_group(self, vertex, face):
face.flag = True
return group
- def compute_normals(self, progress):
+ def compute_normals(self, task):
for i, v in enumerate(self.vertices):
v.normal = mathutils.Vector()
for f in v.faces:
else:
v.normal = mathutils.Vector((0, 0, 1))
- progress.set_progress(i/len(self.vertices))
+ task.set_progress(i/len(self.vertices))
- def compute_tangents(self, index, progress):
+ def compute_tangents(self, index, task):
layer_uvs = self.uv_layers[index].uvs
for i, v in enumerate(self.vertices):
if v.tan.length:
v.tan.normalize()
- progress.set_progress(i/len(self.vertices))
+ task.set_progress(i/len(self.vertices))
- def prepare_sequence(self, progress):
- progress.push_task("Reordering faces", 0.0, 0.5)
- self.reorder_faces(progress)
+ def prepare_sequence(self, task):
+ subtask = task.task("Reordering faces", 0.5)
+ self.reorder_faces(subtask)
- progress.set_task("Building sequence", 0.5, 1.0)
+ subtask = task.task("Building sequence", 1.0)
sequence = None
for i, f in enumerate(self.faces):
if sequence:
sequence = f.vertices[:]
self.vertex_sequence.append(sequence)
- progress.set_progress(i/len(self.faces))
-
- progress.pop_task()
+ subtask.set_progress(i/len(self.faces))
self.reorder_vertices()
- def reorder_faces(self, progress):
+ def reorder_faces(self, task):
# Tom Forsyth's vertex cache optimization algorithm
# http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
# Keep track of the score and number of unused faces for each vertex
vertex_info = [[0, len(v.faces)] for v in self.vertices]
for vi in vertex_info:
- vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
+ if vi[1]:
+ vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
face = None
reordered_faces = []
del cached_vertices[max_cache_size:]
n_processed += 1
- progress.set_progress(n_processed/len(self.faces))
+ task.set_progress(n_processed/len(self.faces))
self.faces = reordered_faces
for i, f in enumerate(self.faces):
v.index = len(reordered_vertices)
reordered_vertices.append(v)
+ for v in self.vertices:
+ if v.index<0:
+ v.index = len(reordered_vertices)
+ reordered_vertices.append(v)
+
self.vertices = reordered_vertices
for e in self.edges:
e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
-def create_mesh_from_object(context, obj, progress, *, material_atlas=None):
+def create_mesh_from_object(ctx, obj, material_atlas):
if obj.type!="MESH":
- raise Exception("Object is not a mesh")
+ raise Exception("Object {} is not a mesh".format(obj.name))
- progress.push_task("Preparing mesh", 0.0, 0.2)
+ task = ctx.task("Collecting mesh data", 0.2)
objs = [(obj, mathutils.Matrix())]
i = 0
if c.type=="MESH" and c.compound:
objs.append((c, m*c.matrix_local))
- dg = context.evaluated_depsgraph_get()
+ dg = ctx.context.evaluated_depsgraph_get()
mesh = None
for o, m in objs:
if material_atlas:
mesh.apply_material_atlas(material_atlas)
- progress.set_task("Triangulating", 0.2, 0.3)
- mesh.prepare_triangles(progress)
- progress.set_task("Smoothing", 0.3, 0.5)
- mesh.prepare_smoothing(progress)
- progress.set_task("Vertex groups", 0.5, 0.6)
+ task = ctx.task("Triangulating", 0.3)
+ mesh.prepare_triangles(task)
+ task = ctx.task("Smoothing", 0.5)
+ mesh.prepare_smoothing(task)
+ task = ctx.task("Vertex groups", 0.6)
mesh.prepare_vertex_groups(obj)
- progress.set_task("Preparing UVs", 0.6, 0.75)
- mesh.prepare_uv(progress)
- progress.set_task("Preparing vertex colors", 0.75, 0.85)
- mesh.prepare_colors(progress)
- progress.set_task("Render sequence", 0.85, 1.0)
- mesh.prepare_sequence(progress)
-
- progress.pop_task()
+ task = ctx.task("Preparing UVs", 0.75)
+ mesh.prepare_uv(task)
+ task = ctx.task("Preparing vertex colors", 0.85)
+ mesh.prepare_colors(task)
+ task = ctx.task("Render sequence", 1.0)
+ mesh.prepare_sequence(task)
return mesh