-import bpy
import math
import mathutils
import itertools
if vertex.__class__==Vertex:
self.uvs = vertex.uvs[:]
self.tan = vertex.tan
- self.bino = vertex.bino
else:
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 = []
class VertexGroup:
- def __init__(self, group):
- self.group = group.group
- self.weight = group.weight
+ def __init__(self, *args):
+ if len(args)==2:
+ self.group = args[0]
+ self.weight = args[1]
+ elif len(args)==1 and args[0]:
+ self.group = group.group
+ self.weight = group.weight
+ else:
+ self.group = 0
+ self.weight = 0.0
+
+
+class Batch:
+ def __init__(self, pt):
+ self.primitive_type = pt
+ self.patch_size = 0
+ self.vertices = []
class Face:
self.normal = face.normal
self.use_smooth = face.use_smooth
self.material_index = face.material_index
+ self.splat_mask = 0
self.flag = False
def __cmp__(self, other):
self.hidden = True
+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.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.tangent_uvtex = mesh.tangent_uvtex
+ self.use_strips = mesh.use_strips
+ self.use_patches = mesh.use_patches
+ self.use_lines = mesh.use_lines
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.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
+
+ # Check some material properties
+ from .material import Material
+ has_normal_maps = False
+ splat_material = None
+ for m in self.materials:
+ mat = Material(m)
+ for p in itertools.chain(mat.properties, *(s.properties for s in mat.sub_materials)):
+ if p.tex_keyword=="normal_map" and p.texture:
+ has_normal_maps = True
+ break
+ if mat.type=="splat":
+ splat_material = mat
# 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 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 = []
+ self.colors = None
+ if mesh.vertex_colors and not splat_material:
+ 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")
+ if len(f.vertices)>4 and not mesh.use.patches:
+ 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:
v.edges.append(e)
# Store loose edges as lines
- if mesh.use_lines:
+ if mesh.use_lines and not mesh.use_patches:
self.lines = [Line(e) for e in self.edges if not e.faces]
else:
self.lines = []
- self.vertex_sequence = []
+ # 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':
+ self.tangent_vecs = has_normal_maps
+
+ # Collect splat weight sources if needed
+ self.splat_layers = []
+ self.splat_sources = []
+ if splat_material:
+ names = {s.weight_source[0] for s in splat_material.sub_materials}
+ self.splat_layers = [ColorLayer(l) for l in mesh.vertex_colors if l.name in names]
+
+ layers_by_name = {l.name:l for l in self.splat_layers}
+ for s in splat_material.sub_materials:
+ if s.weight_source[0] is None:
+ self.splat_sources.append((None, None))
+ else:
+ self.splat_sources.append((layers_by_name[s.weight_source[0]], "RGBA".index(s.weight_source[1])))
+
+ self.vertex_groups = True
+ self.max_groups_per_vertex = 3
+
+ self.batches = []
def transform(self, matrix):
for v in self.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
- material_map = []
+ material_lookup = []
for m in other.materials:
if m in self.materials:
- material_map.append(self.materials.index(m))
+ material_lookup.append(self.materials.index(m))
else:
- material_map.append(len(self.materials))
+ material_lookup.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_lookup[f.material_index]
offset = len(self.edges)
self.edges += other.edges
self.lines += other.lines
- def prepare_triangles(self, progress):
+ def prepare_triangles(self, task):
+ if self.use_patches:
+ return
+
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:
+ 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):
- for m in self.materials:
- if m.name not in material_map.material_names:
- raise Exception("Material map is not compatible with Mesh")
-
- if self.use_uv=='NONE':
- return
-
- layer = UvLayer("material_map")
- 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)
-
- 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])
- 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))
+ # 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:
+ raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name))
+
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]
- if self.tbn_uvtex in uv_names:
- 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.pop_task()
- prog_step = 2
- else:
- raise Exception("TBN UV layer not found")
+ 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==tbn_layer_index:
+ 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 split_vertices(self, find_group_func, progress, *args):
+ def prepare_colors(self, task):
+ if not self.colors:
+ return
+
+ self.split_vertices(self.find_color_group, task)
+
+ 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 prepare_splat_weights(self, task):
+ if not self.splat_layers:
+ return
+
+ splat_weights = []
+ remainder = None
+ for s in self.splat_sources:
+ if s[0] is None:
+ splat_weights.append(remainder)
+ else:
+ index = s[1]
+ layer_values = [c[index] for c in s[0].colors]
+ if remainder:
+ splat_weights.append([v*r for v, r in zip(layer_values, remainder)])
+ remainder = [(1-v)*r for v, r in zip(layer_values, remainder)]
+ else:
+ splat_weights.append(layer_values)
+ remainder = [1-v for v in layer_values]
+
+ splat_weights = list(zip(*splat_weights))
+
+ for f in self.faces:
+ for i in f.loop_indices:
+ f.splat_mask |= sum(1<<j for j, w in enumerate(splat_weights[i]) if w>0)
+
+ self.split_vertices(self.find_splat_group, task)
+
+ for v in self.vertices:
+ if v.faces:
+ f = v.faces[0]
+ weights = splat_weights[f.get_loop_index(v)]
+ v.groups = [VertexGroup(i, w) for i, w in enumerate(weights) if (f.splat_mask>>i)&1]
+ else:
+ v.groups = []
+ while len(v.groups)<self.max_groups_per_vertex:
+ v.groups.append(VertexGroup(None))
+
+ 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 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 self.colors.colors[f.get_loop_index(vertex)]==color:
+ f.flag = True
+ group.append(f)
+
+ return group
+
+ def find_splat_group(self, vertex, face):
+ face.flag = True
+
+ group = [face]
+ for f in vertex.faces:
+ if not f.flag and f.splat_mask==face.splat_mask:
+ f.flag = True
+ group.append(f)
+
+ return group
+
+ 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_tbn(self, index, progress):
- # This function is called at an early stage during UV preparation when
- # face UVs are not available yet
+ def compute_tangents(self, index, task):
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))
+ task.set_progress(i/len(self.vertices))
+
+ def prepare_sequence(self, task):
+ if self.use_patches:
+ subtask = task.task("Reordering patches", 0.5)
+ self.reorder_patches(subtask)
+
+ subtask = task.task("Building sequence", 1.0)
+ self.build_patch_sequence(subtask)
+ else:
+ subtask = task.task("Reordering faces", 0.5)
+ self.reorder_faces(subtask)
+
+ subtask = task.task("Building sequence", 1.0)
+ if self.use_strips:
+ self.build_tristrip_sequence(subtask)
+ else:
+ self.build_triangle_sequence(subtask)
- def prepare_sequence(self, progress):
- progress.push_task("Reordering faces", 0.0, 0.5)
- self.reorder_faces(progress)
+ if self.use_lines:
+ self.build_line_sequence()
- progress.set_task("Building sequence", 0.5, 1.0)
+ self.reorder_vertices()
+
+ def build_tristrip_sequence(self, task):
sequence = None
for i, f in enumerate(self.faces):
if sequence:
sequence += to_add
if not sequence:
- sequence = f.vertices[:]
- self.vertex_sequence.append(sequence)
+ self.batches.append(Batch("TRIANGLE_STRIP"))
+ sequence = self.batches[-1].vertices
+ sequence += f.vertices
- progress.set_progress(i/len(self.faces))
+ task.set_progress(i/len(self.faces))
- progress.pop_task()
+ def build_triangle_sequence(self, task):
+ batch = Batch("TRIANGLES")
+ for f in self.faces:
+ batch.vertices += f.vertices
+ self.batches.append(batch)
- self.reorder_vertices()
+ def build_line_sequence(self):
+ batch = Batch("LINES")
+ for l in self.lines:
+ batch.vertices += l.vertices
+ self.batches.append(batch)
+
+ def build_patch_sequence(self, task):
+ current_size = 0
+ sequence = None
+ for f in self.faces:
+ if len(f.vertices)!=current_size:
+ current_size = len(f.vertices)
+ self.batches.append(Batch("PATCHES"))
+ self.batches[-1].patch_size = current_size
+ sequence = self.batches[-1].vertices
- def reorder_faces(self, progress):
+ sequence += f.vertices
+
+ 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):
f.index = i
+ def reorder_patches(self, task):
+ for f in self.faces:
+ f.flag = False
+
+ reordered_faces = []
+ n_processed = 0
+
+ while 1:
+ current_size = 0
+
+ for f in self.faces:
+ if f.flag:
+ continue
+
+ if not current_size:
+ current_size = len(f.vertices)
+ elif len(f.vertices)!=current_size:
+ continue
+
+ reordered_faces.append(f)
+ f.flag = True
+
+ n_processed += 1
+ task.set_progress(n_processed/len(self.faces))
+
+ if not current_size:
+ break
+
def reorder_vertices(self):
for v in self.vertices:
v.index = -1
reordered_vertices = []
- for s in self.vertex_sequence:
- for v in s:
+ for b in self.batches:
+ for v in b.vertices:
if v.index<0:
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_map=None):
+def create_mesh_from_object(ctx, obj):
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:
bmesh = eval_obj.to_mesh()
# Object.to_mesh does not copy custom properties
- bmesh.winding_test = o.data.winding_test
bmesh.smoothing = o.data.smoothing
bmesh.use_lines = o.data.use_lines
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)
mesh.name = obj.data.name
- if material_map:
- mesh.apply_material_map(material_map)
-
- 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)
- mesh.prepare_vertex_groups(obj)
- progress.set_task("Preparing UVs", 0.6, 0.8)
- mesh.prepare_uv(progress)
- progress.set_task("Render sequence", 0.8, 1.0)
- mesh.prepare_sequence(progress)
-
- progress.pop_task()
+ task = ctx.task("Triangulating", 0.3)
+ mesh.prepare_triangles(task)
+ task = ctx.task("Smoothing", 0.5)
+ mesh.prepare_smoothing(task)
+ if mesh.splat_sources:
+ task = ctx.task("Splat weights", 0.6)
+ mesh.prepare_splat_weights(task)
+ else:
+ task = ctx.task("Vertex groups", 0.6)
+ mesh.prepare_vertex_groups(obj)
+ 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