X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=3f9ab02e2bd3dabf8493088b114f398c77983659;hb=f241ccca7d0d3f3073a948377bd557a70aa8f1d2;hp=d05b9de844d91eeccf113fe9e961386041fb3baf;hpb=1d0b0fcb7ad573053a8730a90f7fb33061038db2;p=libs%2Fgl.git diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index d05b9de8..3f9ab02e 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -1,23 +1,25 @@ +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 + 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 @@ -42,28 +44,21 @@ class Edge: class Vertex: - def __init__(self, mv): - if mv.__class__==Vertex: - self._mvert = mv._mvert - self.co = mv.co - self.normal = mv.normal - self.uvs = mv.uvs[:] - self.tan = mv.tan - self.bino = mv.bino - self.group_weight_scale = mv.group_weight_scale + def __init__(self, vertex): + if vertex.__class__==Vertex: + self.uvs = vertex.uvs[:] + self.tan = vertex.tan else: - self._mvert = mv - self.co = mv.co - self.normal = mv.normal self.uvs = [] self.tan = None - self.bino = None - self.group_weight_scale = 1 + 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 = [] - - def __getattr__(self, attr): - return getattr(self._mvert, attr) + self.groups = vertex.groups[:] def __cmp__(self, other): if other is None: @@ -71,36 +66,52 @@ class Vertex: return cmp(self.index, other.index) +class VertexGroup: + 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 + 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 return cmp(self.index, other.index) - 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 pivot_vertex(self, v): + n = self.vertices.index(v) + return [(n+i)%len(self.vertices) for i in range(len(self.vertices))] - def get_edge(self, v1, v2): + 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) for e in self.edges: if e.key==key: return e raise KeyError("No edge %s"%(key,)) + def other_edge(self, e, v): + for d in self.edges: + if d!=e and v in d.vertices: + return d + def get_neighbors(self): neighbors = [e.other_face(self) for e in self.edges] return list(filter(bool, neighbors)) @@ -114,12 +125,17 @@ class Line: class UvLayer: - def __init__(self, l, t): - self._layer = l - self.uvtex = t - self.name = self.uvtex.name + def __init__(self, arg): + if type(arg)==str: + self.name = arg + self.uvs = [] + else: + self.name = arg.name + self.uvs = [mathutils.Vector(d.uv) for d in arg.data] + self.unit = None self.hidden = False + dot = self.name.find('.') if dot>=0: ext = self.name[dot:] @@ -128,327 +144,719 @@ class UvLayer: elif ext==".hidden": self.hidden = True - def __getattr__(self, attr): - return getattr(self._layer, attr) - -class FakeUvLayer: - def __init__(self, n): - self.uvtex = None - self.name = n - self.unit = None - self.hidden = False - -class Mesh: - def __init__(self, m): - self._mesh = m - - self.vertices = [Vertex(v) for v in self.vertices] - self.faces = [Face(f) for f in self.polygons] - self.materials = self.materials[:] +class ColorLayer: + def __init__(self, l): + self.name = l.name + self.colors = [c.color[:] for c in l.data] - self.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))] - self.assign_texture_units() +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.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.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 mesh.use_uv=='NONE' or not mesh.uv_layers: + self.uv_layers = [] + else: + self.uv_layers = [UvLayer(u) for u in mesh.uv_layers] + + # 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 + + self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit)) + + 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") + f.vertices = [self.vertices[i] for i in f.vertices] for v in f.vertices: v.faces.append(f) - for u in self.uv_layers: - f.uvs.append([u.data[f.loop_indices[i]].uv for i in range(len(f.vertices))]) - if f.material_indexflatness2 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': + for f in self.faces: + f.use_smooth = False + + smooth_limit = 1 + elif self.use_auto_smooth: + smooth_limit = math.cos(self.auto_smooth_angle) + + for e in self.edges: + e.check_smooth(smooth_limit) - def assign_texture_units(self): - # Assign texture units for any non-hidden UV layers that lack one - units = [u.unit for u in self.uv_layers if u.unit is not None] - if units: - free_unit = max(units)+1 + progress.push_task("Sharp edges", 0.0, 0.7) + self.split_vertices(self.find_smooth_group, progress) + + if self.smoothing!='BLENDER': + progress.set_task("Updating normals", 0.7, 1.0) + self.compute_normals(progress) + + 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) + v.groups = sorted(v.groups, key=(lambda g: g.weight), reverse=True)[:self.max_groups_per_vertex] + 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)=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") + + # 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 + + # 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.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): - groups = [] - for i in range(len(self.vertices)): + vertex_count = len(self.vertices) + for i in range(vertex_count): v = self.vertices[i] for f in v.faces: f.flag = False - vg = [] + # Find all groups of faces on this vertex + groups = [] for f in v.faces: if not f.flag: - vg.append(find_group_func(v, f, *args)) - - groups.append(vg) + groups.append(find_group_func(v, f, *args)) - if progress: - progress.set_progress(i*0.5/len(self.vertices)) + # Give groups after the first separate copies of the vertex + for g in groups[1:]: + nv = Vertex(v) + nv.index = len(self.vertices) + self.vertices.append(nv) - for i in range(len(self.vertices)): - if len(groups[i])==1: - continue + for e in v.edges: + e_faces_in_g = [f for f in e.faces if f in g] + if not e_faces_in_g: + continue - for g in groups[i][1:]: - v = Vertex(self.vertices[i]) - v.index = len(self.vertices) - self.vertices.append(v) + if len(e_faces_in_g)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 ibest_score: + best_score = score + face = f - # 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]) + del cached_vertices[max_cache_size:] - if len(result)>=max_len: - break + n_processed += 1 + progress.set_progress(n_processed/len(self.faces)) - # Hop over the last edge - edge = face.get_edge(*result[-2:]) - face = edge.other_face(face) - if not face or face.flag: - break + 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 + + 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) + + 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, material_atlas, progress): + if obj.type!="MESH": + raise Exception("Object is not a mesh") + + progress.push_task("Preparing mesh", 0.0, 0.2) + + objs = [(obj, mathutils.Matrix())] + i = 0 + while i