import bpy
import math
import mathutils
+import itertools
def make_edge_key(i1, i2):
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.smooth = edge.smooth
else:
- self._medge = me
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)
-
def check_smooth(self, limit):
if len(self.faces)!=2:
return
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.uvs = vertex.uvs[:]
+ self.tan = vertex.tan
else:
- self._mvert = mv
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 = mathutils.Vector(vertex.co)
+ self.normal = mathutils.Vector(vertex.normal)
+ self.color = None
self.flag = False
self.edges = []
self.faces = []
- self.groups = mv.groups[:]
-
- def __getattr__(self, attr):
- return getattr(self._mvert, attr)
+ self.groups = vertex.groups[:]
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 __getattr__(self, attr):
- return getattr(self._mvert, attr)
+ def __init__(self, group):
+ if group:
+ self.group = group.group
+ self.weight = group.weight
+ else:
+ self.group = 0
+ self.weight = 0.0
class Face:
- def __init__(self, mf):
- self._mface = mf
- self.index = mf.index
+ def __init__(self, face):
+ self.index = face.index
self.edges = []
- self.vertices = mf.vertices[:]
- self.uvs = []
+ self.edge_keys = face.edge_keys
+ self.vertices = face.vertices[:]
+ self.loop_indices = face.loop_indices
+ self.normal = face.normal
+ self.use_smooth = face.use_smooth
+ self.material_index = face.material_index
self.flag = False
- def __getattr__(self, attr):
- return getattr(self._mface, attr)
-
def __cmp__(self, other):
if other is None:
return 1
n = self.vertices.index(v)
return [(n+i)%len(self.vertices) for i in range(len(self.vertices))]
- def pivot_vertices(self, *vt):
- flags = [(v in vt) for v in self.vertices]
- l = len(self.vertices)
- for i in range(l):
- if flags[i] and not flags[(i+l-1)%l]:
- return self.vertices[i:]+self.vertices[:i]
+ def get_loop_index(self, v):
+ return self.loop_indices[self.vertices.index(v)]
- 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:
class UvLayer:
def __init__(self, arg):
if type(arg)==str:
- self._layer = None
self.name = arg
+ self.uvs = []
else:
- self._layer = arg
self.name = arg.name
- self.uvs = [d.uv for d in self.data]
+ self.uvs = [mathutils.Vector(d.uv) for d in arg.data]
self.unit = None
self.hidden = False
elif ext==".hidden":
self.hidden = True
- def __getattr__(self, attr):
- return getattr(self._layer, attr)
+
+class ColorLayer:
+ def __init__(self, l):
+ self.name = l.name
+ self.colors = [c.color[:] for c in l.data]
class Mesh:
- def __init__(self, m):
- self._mesh = m
+ def __init__(self, mesh):
+ self.name = mesh.name
+
+ self.winding_test = mesh.winding_test
+ 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
+ self.vertices = [Vertex(v) for v in mesh.vertices]
+ if self.vertex_groups:
+ for v in self.vertices:
+ v.groups = [VertexGroup(g) for g in v.groups]
- self.winding_test = m.winding_test
- self.tbn_vecs = m.tbn_vecs
- self.vertex_groups = m.vertex_groups
+ 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[:]
- 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.loops = self.loops[:]
+ self.use_auto_smooth = mesh.use_auto_smooth
+ self.auto_smooth_angle = mesh.auto_smooth_angle
+ self.max_groups_per_vertex = mesh.max_groups_per_vertex
- self.materials = self.materials[:]
- if self.use_uv=='NONE' or not self.uv_layers:
+ # Clone only the desired UV layers
+ if mesh.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 = sorted([u for u in self.uv_layers if not u.hidden], key=(lambda u: (u.unit or 1000, u.name)))
+ self.uv_layers = [UvLayer(u) for u in mesh.uv_layers]
- if self.use_uv=='UNIT0':
- self.uv_layers = [self.uv_layers[0]]
+ # Assign texture unit numbers to UV layers that lack one
+ missing_unit = [u for u in self.uv_layers if u.unit is None]
+ if missing_unit:
+ missing_unit = sorted(missing_unit, key=(lambda u: u.name))
+ used_units = [u.unit for u in self.uv_layers if u.unit is not None]
+ for u, n in zip(missing_unit, (i for i in itertools.count() if i not in used_units)):
+ u.unit = n
- 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
+ self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
- for v in self.vertices:
- v.groups = [VertexGroup(g) for g in v.groups]
+ if mesh.use_uv=='UNIT0':
+ self.uv_layers = [self.uv_layers[0]]
+ if self.uv_layers[0].unit!=0:
+ self.uv_layers = []
+
+ self.colors = None
+ if mesh.vertex_colors:
+ self.colors = ColorLayer(mesh.vertex_colors[0])
+ # 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")
+ 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:
for v in e.vertices:
v.edges.append(e)
- if self.use_lines:
+ # Store loose edges as lines
+ if mesh.use_lines:
self.lines = [Line(e) for e in self.edges if not e.faces]
else:
self.lines = []
- def __getattr__(self, attr):
- return getattr(self._mesh, attr)
+ # Check if tangent vectors are needed
+ if mesh.tangent_vecs=='NO':
+ self.tangent_vecs = False
+ elif mesh.tangent_vecs=='YES':
+ self.tangent_vecs = True
+ elif mesh.tangent_vecs=='AUTO':
+ from .material import Material
+ self.tangent_vecs = False
+ for m in self.materials:
+ mat = Material(m)
+ if mat.type=="pbr":
+ normal_prop = next((p for p in mat.properties if p.tex_keyword=="normal_map"), None)
+ if normal_prop and normal_prop.texture:
+ self.tangent_vecs = True
+
+ self.vertex_sequence = []
def transform(self, matrix):
for v in self.vertices:
- v.co = matrix*v.co
+ v.co = matrix@v.co
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))
- material_map = []
+ # Merge materials and form a lookup from source material indices to the
+ # merged material list
+ material_atlas = []
for m in other.materials:
if m in self.materials:
- material_map.append(self.materials.index(m))
+ material_atlas.append(self.materials.index(m))
else:
- material_map.append(len(self.materials))
+ material_atlas.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
+ if self.colors:
+ if other.colors:
+ self.colors.colors += other.colors.colors
+ else:
+ self.colors.colors += [(1.0, 1.0, 1.0, 1.0)]*len(other.loops)
+ elif other.colors:
+ self.colors = ColorLayer(other.colors.name)
+ self.colors.colors = [(1.0, 1.0, 1.0, 1.0)]*len(self.loops)+other.colors.colors
+
offset = len(self.vertices)
self.vertices += other.vertices
for v in self.vertices[offset:]:
self.faces += other.faces
for f in self.faces[offset:]:
f.index += offset
- f.loop_start += loop_offset
- f.loop_indices = range(f.loop_start, f.loop_start+f.loop_total)
+ f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
if other.materials:
- f.material_index = material_map[f.material_index]
+ f.material_index = material_atlas[f.material_index]
offset = len(self.edges)
self.edges += other.edges
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-1].cross(edge_vecs[j]).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]]
+ 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]
+
+ progress.set_progress(i/face_count)
+
def prepare_smoothing(self, progress):
smooth_limit = -1
if self.smoothing=='NONE':
progress.pop_task()
def prepare_vertex_groups(self, obj):
+ if not self.vertex_groups:
+ return
+
for v in self.vertices:
if v.groups:
weight_sum = sum(g.weight for g in v.groups)
weight_scale = weight_sum/sum(g.weight for g in v.groups)
for g in v.groups:
g.weight *= weight_scale
+ while len(v.groups)<self.max_groups_per_vertex:
+ v.groups.append(VertexGroup(None))
if obj.parent and obj.parent.type=="ARMATURE":
armature = obj.parent.data
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")
+ 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 {}".format(material_atlas.name, self.name))
- 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)
+ if self.use_uv=='NONE':
+ return
- 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
+ layer = UvLayer("material_atlas")
+ if self.use_uv=='UNIT0':
+ self.uv_layers = [layer]
+ layer.unit = 0
+ else:
+ self.uv_layers.append(layer)
+ used_units = [u.unit for u in self.uv_layers]
+ layer.unit = next(i for i in itertools.count() if i not in used_units)
+ self.uv_layers.sort(key=lambda u: u.unit)
- 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']
+ layer.uvs = [(0.0, 0.0)]*len(self.loops)
+ for f in self.faces:
+ uv = material_atlas.get_material_uv(self.materials[f.material_index])
+ 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']
array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
if array_uv_layers:
for i in f.loop_indices:
l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
- 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
- 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:
+ # Split by the UV layer used for tangent vectors first so connectivity
+ # remains intact for tangent vector computation
+ tangent_layer_index = -1
+ if self.tangent_vecs:
+ if self.tangent_uvtex:
+ uv_names = [u.name for u in self.uv_layers]
+ if self.tangent_uvtex in uv_names:
+ tangent_layer_index = uv_names.index(self.tangent_uvtex)
+ elif self.uv_layers[0].unit==0:
+ tangent_layer_index = 0
+
+ if tangent_layer_index>=0:
prog_count += 1
- tbn_layer_index = uv_names.index(self.tbn_uvtex)
- 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.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("Invalid configuration on mesh {}: No tangent UV layer".format(self.name))
+ # Split by the remaining UV layers
for i, u in enumerate(self.uv_layers):
- if i==tbn_layer_index:
+ if i==tangent_layer_index:
continue
progress.push_task_slice(u.name, prog_step, prog_count)
progress.pop_task()
prog_step += 1
+ # Copy UVs from layers 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]
+ i = f.get_loop_index(v)
+ v.uvs = [u.uvs[i] for u in self.uv_layers]
else:
v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
+ def prepare_colors(self, progress):
+ if not self.colors:
+ return
+
+ self.split_vertices(self.find_color_group, progress)
+
+ for v in self.vertices:
+ if v.faces:
+ f = v.faces[0]
+ v.color = self.colors.colors[f.get_loop_index(v)]
+ else:
+ v.color = (1.0, 1.0, 1.0, 1.0)
+
def split_vertices(self, find_group_func, progress, *args):
vertex_count = len(self.vertices)
for i in range(vertex_count):
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)
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)
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:
return group
def find_uv_group(self, vertex, face, index):
- uv = face.uvs[index][face.vertices.index(vertex)]
+ layer = self.uv_layers[index]
+ uv = layer.uvs[face.get_loop_index(vertex)]
+ face.flag = True
+
+ group = [face]
+ for f in vertex.faces:
+ if not f.flag and layer.uvs[f.get_loop_index(vertex)]==uv:
+ f.flag = True
+ group.append(f)
+
+ return group
+
+ def find_color_group(self, vertex, face):
+ color = self.colors.colors[face.get_loop_index(vertex)]
face.flag = True
group = [face]
for f in vertex.faces:
- if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv:
+ if not f.flag and self.colors.colors[f.get_loop_index(vertex)]==color:
f.flag = True
group.append(f)
for i, v in enumerate(self.vertices):
v.normal = mathutils.Vector()
for f in v.faces:
- fv = f.pivot_vertices(v)
- edge1 = fv[1].co-fv[0].co
- edge2 = fv[-1].co-fv[0].co
+ vi = f.pivot_vertex(v)
+ edge1 = f.vertices[vi[1]].co-v.co
+ edge2 = f.vertices[vi[-1]].co-v.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):
+ def compute_tangents(self, index, progress):
layer_uvs = self.uv_layers[index].uvs
for i, v in enumerate(self.vertices):
v.tan = mathutils.Vector()
- v.bino = mathutils.Vector()
for f in v.faces:
vi = f.pivot_vertex(v)
uv0 = layer_uvs[f.loop_indices[vi[0]]]
if div:
mul = edge1.angle(edge2)/div
v.tan += (edge1*dv2-edge2*dv1)*mul
- v.bino += (edge2*du1-edge1*du2)*mul
if v.tan.length:
v.tan.normalize()
- 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
- for g in v.groups:
- g._base = None
- for e in self.edges:
- e._medge = None
+ def prepare_sequence(self, progress):
+ progress.push_task("Reordering faces", 0.0, 0.5)
+ self.reorder_faces(progress)
+
+ progress.set_task("Building sequence", 0.5, 1.0)
+ sequence = None
+ for i, f in enumerate(self.faces):
+ if sequence:
+ if len(sequence)==3:
+ # Rotate the first three vertices so that the new face can be added
+ if sequence[0] in f.vertices and sequence[1] not in f.vertices:
+ sequence.append(sequence[0])
+ del sequence[0]
+ elif sequence[2] not in f.vertices and sequence[1] in f.vertices:
+ sequence.insert(0, sequence[-1])
+ del sequence[-1]
+
+ if sequence[-1] not in f.vertices:
+ sequence = None
+ else:
+ to_add = [v for v in f.vertices if v!=sequence[-1] and v!=sequence[-2]]
+ if len(to_add)==2:
+ if (f.vertices[1]==sequence[-1]) != (len(sequence)%2==1):
+ to_add.reverse()
+ sequence.append(sequence[-1])
+ sequence += to_add
+
+ if not sequence:
+ sequence = f.vertices[:]
+ self.vertex_sequence.append(sequence)
+
+ progress.set_progress(i/len(self.faces))
+
+ progress.pop_task()
+
+ self.reorder_vertices()
+
+ def reorder_faces(self, progress):
+ # Tom Forsyth's vertex cache optimization algorithm
+ # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
+
for f in self.faces:
- f._mface = None
- for u in self.uv_layers:
- u._layer = None
- self._mesh = None
-
- def create_strip(self, face, max_len):
- # Find an edge with another unused face next to it
- edge = None
- for e in face.edges:
- other = e.other_face(face)
- if other and not other.flag:
- edge = e
- break
+ f.flag = False
- if not edge:
- return None
+ last_triangle_score = 0.75
+ cache_decay_power = 1.5
+ valence_boost_scale = 2.0
+ valence_boost_power = -0.5
- # Add initial vertices so that we'll complete the edge on the first
- # iteration
- vertices = face.pivot_vertices(*edge.vertices)
- if len(vertices)==3:
- result = [vertices[-1], vertices[0]]
- else:
- result = [vertices[-2], vertices[-1]]
+ max_cache_size = 32
+ cached_vertices = []
+
+ # 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)
+
+ face = None
+ reordered_faces = []
+ n_processed = 0
while 1:
+ if not face:
+ # Previous iteration gave no candidate for best face (or this is
+ # the first iteration). Scan all faces for the highest score.
+ best_score = 0
+ for f in self.faces:
+ if f.flag:
+ continue
+
+ score = sum(vertex_info[v.index][0] for v in f.vertices)
+ if score>best_score:
+ best_score = score
+ face = f
+
+ if not face:
+ break
+
+ reordered_faces.append(face)
face.flag = True
- vertices = face.pivot_vertices(*result[-2:])
- k = len(result)%2
+ for v in face.vertices:
+ vertex_info[v.index][1] -= 1
+
+ # Shuffle the vertex into the front of the cache
+ if v in cached_vertices:
+ cached_vertices.remove(v)
+ cached_vertices.insert(0, v)
+
+ # Update scores for all vertices in the cache
+ for i, v in enumerate(cached_vertices):
+ score = 0
+ if i<3:
+ score += last_triangle_score
+ elif i<max_cache_size:
+ score += (1-(i-3)/(max_cache_size-3))**cache_decay_power
+ if vertex_info[v.index][1]:
+ score += valence_boost_scale*(vertex_info[v.index][1]**valence_boost_power)
+ vertex_info[v.index][0] = score
+
+ face = None
+ best_score = 0
+ for v in cached_vertices:
+ for f in v.faces:
+ if not f.flag:
+ score = sum(vertex_info[fv.index][0] for fv in f.vertices)
+ if score>best_score:
+ best_score = score
+ face = f
+
+ del cached_vertices[max_cache_size:]
+
+ n_processed += 1
+ progress.set_progress(n_processed/len(self.faces))
+
+ self.faces = reordered_faces
+ for i, f in enumerate(self.faces):
+ f.index = i
+
+ def reorder_vertices(self):
+ for v in self.vertices:
+ v.index = -1
- # Quads need special handling because the winding of every other
- # triangle in the strip is reversed
- if len(vertices)==4 and not k:
- result.append(vertices[3])
- result.append(vertices[2])
- if len(vertices)==4 and k:
- result.append(vertices[3])
+ reordered_vertices = []
+ for s in self.vertex_sequence:
+ for v in s:
+ if v.index<0:
+ v.index = len(reordered_vertices)
+ reordered_vertices.append(v)
- if len(result)>=max_len:
- break
+ self.vertices = reordered_vertices
- # Hop over the last edge
- edge = face.get_edge(*result[-2:])
- face = edge.other_face(face)
- if not face or face.flag:
- break
+ for e in self.edges:
+ e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
- return result
-def create_mesh_from_object(context, obj, progress):
+def create_mesh_from_object(context, obj, material_atlas, progress):
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, 0.3)
+ progress.push_task("Preparing mesh", 0.0, 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()
+
mesh = None
- bmeshes = []
for o, m in objs:
- bmesh = o.to_mesh(context.scene, True, "PREVIEW")
- bmeshes.append(bmesh)
+ eval_obj = o.evaluated_get(dg)
+ bmesh = eval_obj.to_mesh()
# Object.to_mesh does not copy custom properties
bmesh.winding_test = o.data.winding_test
bmesh.vertex_groups = o.data.vertex_groups
bmesh.max_groups_per_vertex = o.data.max_groups_per_vertex
bmesh.use_uv = o.data.use_uv
- bmesh.tbn_vecs = o.data.tbn_vecs
- bmesh.tbn_uvtex = o.data.tbn_uvtex
+ bmesh.tangent_vecs = o.data.tangent_vecs
+ bmesh.tangent_uvtex = o.data.tangent_uvtex
me = Mesh(bmesh)
me.transform(m)
+ for i, s in enumerate(eval_obj.material_slots):
+ if s.link=='OBJECT':
+ me.materials[i] = s.material
+
if mesh:
mesh.splice(me)
else:
mesh = me
- progress.set_task("Smoothing", 0.3, 0.6)
+ mesh.name = obj.data.name
+
+ 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", 0.6, 0.7)
+ progress.set_task("Vertex groups", 0.5, 0.6)
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.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()