X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=609f89a1566ae3848efa9404cb0358e537528e09;hb=f77259ba680e73daee6008f53dafe92e84a0b5f5;hp=08f0bb4ac814ea196d1411de15720c0ff17eb993;hpb=09c8337778f6d2e595016d02023297d958cf6316;p=libs%2Fgl.git diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index 08f0bb4a..609f89a1 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -114,7 +114,7 @@ class Face: if flags[i] and not flags[(i+l-1)%l]: return self.vertices[i:]+self.vertices[:i] - 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: @@ -143,6 +143,7 @@ class UvLayer: if type(arg)==str: self._layer = None self.name = arg + self.uvs = [] else: self._layer = arg self.name = arg.name @@ -166,26 +167,27 @@ class UvLayer: class Mesh: def __init__(self, mesh): self._mesh = mesh + self.name = mesh.name self.winding_test = mesh.winding_test self.tbn_vecs = mesh.tbn_vecs self.vertex_groups = mesh.vertex_groups # Clone basic data - self.vertices = [Vertex(v) for v in self.vertices] + self.vertices = [Vertex(v) for v in mesh.vertices] for v in self.vertices: v.groups = [VertexGroup(g) for g in v.groups] - self.faces = [Face(f) for f in self.polygons] - self.edges = [Edge(e) for e in self.edges] - self.loops = self.loops[:] - self.materials = self.materials[:] + 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[:] # Clone only the desired UV layers - if self.use_uv=='NONE' or not self.uv_layers: + if self.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 = [UvLayer(u) for u in mesh.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))) if self.use_uv=='UNIT0': @@ -296,7 +298,7 @@ class Mesh: normals = [] for j in range(nverts): - normals.append(edge_vecs[j].cross(edge_vecs[j-1]).normalized()) + 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]) @@ -333,6 +335,10 @@ class Mesh: 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] @@ -382,23 +388,7 @@ class Mesh: 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") - - 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) - - 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 - + 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'] @@ -784,6 +774,8 @@ def create_mesh_from_object(context, obj, progress): else: mesh = me + mesh.name = obj.data.name + progress.set_task("Triangulating", 0.2, 0.3) mesh.prepare_triangles(progress) progress.set_task("Smoothing", 0.3, 0.5) @@ -791,7 +783,7 @@ def create_mesh_from_object(context, obj, 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(obj, progress) + mesh.prepare_uv(progress) progress.set_task("Render sequence", 0.8, 1.0) mesh.prepare_sequence(progress)