class Edge:
def __init__(self, edge):
if edge.__class__==Edge:
- self._edge = edge._edge
self.smooth = edge.smooth
else:
- self._edge = edge
self.smooth = False
if edge:
self.vertices = edge.vertices[:]
self.key = None
self.faces = []
- def __getattr__(self, attr):
- return getattr(self._edge, attr)
-
def check_smooth(self, limit):
if len(self.faces)!=2:
return
class Vertex:
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._vertex = vertex
self.uvs = []
self.tan = None
self.bino = None
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 = vertex.groups[:]
- def __getattr__(self, attr):
- return getattr(self._vertex, attr)
-
def __cmp__(self, other):
if other is None:
return 1
class VertexGroup:
def __init__(self, group):
- self._group = group
- self.group = group.group
- self.weight = group.weight
-
- def __getattr__(self, attr):
- return getattr(self._group, attr)
+ if group:
+ self.group = group.group
+ self.weight = group.weight
+ else:
+ self.group = 0
+ self.weight = 0.0
class Face:
def __init__(self, face):
- self._face = face
self.index = face.index
self.edges = []
+ self.edge_keys = face.edge_keys
self.vertices = face.vertices[:]
- self.uvs = []
+ 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._face, 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):
key = make_edge_key(v1.index, v2.index)
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 = [mathutils.Vector(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, mesh):
- self._mesh = mesh
self.name = mesh.name
self.winding_test = mesh.winding_test
+ self.smoothing = mesh.smoothing
+ self.use_uv = mesh.use_uv
self.tbn_vecs = mesh.tbn_vecs
+ self.tbn_uvtex = mesh.tbn_uvtex
self.vertex_groups = mesh.vertex_groups
# Clone basic data
self.vertices = [Vertex(v) for v in mesh.vertices]
- for v in self.vertices:
- v.groups = [VertexGroup(g) for g in v.groups]
+ if self.vertex_groups:
+ for v in self.vertices:
+ v.groups = [VertexGroup(g) for g in v.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.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
+
# Clone only the desired UV layers
- if self.use_uv=='NONE' or not mesh.uv_layers:
+ 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 = sorted(self.uv_layers, key=(lambda u: u.unit))
- if self.use_uv=='UNIT0':
+ 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}
v.edges.append(e)
# Store loose edges as lines
- if self.use_lines:
+ if mesh.use_lines:
self.lines = [Line(e) for e in self.edges if not e.faces]
else:
self.lines = []
self.vertex_sequence = []
- def __getattr__(self, attr):
- return getattr(self._mesh, attr)
-
def transform(self, matrix):
for v in self.vertices:
v.co = matrix@v.co
# Merge materials and form a lookup from source material indices to the
# merged material list
- material_map = []
+ 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
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:]:
f.index += offset
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
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 apply_material_map(self, material_map):
+ def apply_material_atlas(self, material_atlas):
for m in self.materials:
- if m.name not in material_map.material_names:
- raise Exception("Material map is not compatible with Mesh")
+ if m.name not in material_atlas.material_names:
+ raise Exception("Material atlas is not compatible with Mesh")
if self.use_uv=='NONE':
return
- layer = UvLayer("material_map")
+ layer = UvLayer("material_atlas")
if self.use_uv=='UNIT0':
self.uv_layers = [layer]
layer.unit = 0
layer.uvs = [(0.0, 0.0)]*len(self.loops)
for f in self.faces:
- uv = material_map.get_material_uv(self.materials[f.material_index])
+ uv = material_atlas.get_material_uv(self.materials[f.material_index])
for i in f.loop_indices:
layer.uvs[i] = uv
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
self.compute_tbn(tbn_layer_index, progress)
progress.pop_task()
prog_step = 2
+ else:
+ raise Exception("TBN UV layer not found")
# Split by the remaining UV layers
for i, u in enumerate(self.uv_layers):
progress.pop_task()
prog_step += 1
- # Copy UVs from faces to vertices
+ # 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):
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
for e in self.edges:
e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
- def drop_references(self):
- for v in self.vertices:
- v._vertex = None
- for g in v.groups:
- g._group = None
- for e in self.edges:
- e._edge = None
- for f in self.faces:
- f._face = None
- for u in self.uv_layers:
- u._layer = None
- self._mesh = None
-
-def create_mesh_from_object(context, obj, progress, *, material_map=None):
+def create_mesh_from_object(context, obj, progress, *, material_atlas=None):
if obj.type!="MESH":
raise Exception("Object is not a mesh")
mesh.name = obj.data.name
- if material_map:
- mesh.apply_material_map(material_map)
+ if material_atlas:
+ mesh.apply_material_atlas(material_atlas)
progress.set_task("Triangulating", 0.2, 0.3)
mesh.prepare_triangles(progress)
mesh.prepare_smoothing(progress)
progress.set_task("Vertex groups", 0.5, 0.6)
mesh.prepare_vertex_groups(obj)
- progress.set_task("Preparing UVs", 0.6, 0.8)
+ progress.set_task("Preparing UVs", 0.6, 0.75)
mesh.prepare_uv(progress)
- progress.set_task("Render sequence", 0.8, 1.0)
+ 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)
- # Discard the temporary Blender meshes after making sure there's no
- # references to the data
- mesh.drop_references()
-
progress.pop_task()
return mesh