X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=6b0e6805a7dfe3d88ab1cf44bcce08d391a28dc8;hb=68cb1241d18f2e1d4d1bb3322edc694e2ea267df;hp=f5665256b2eeced61c654abc329d4849e45d82cf;hpb=9ab994ab4fedf938cbbdfe1ec1415e6c91844d21;p=libs%2Fgl.git diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index f5665256..6b0e6805 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -48,14 +48,13 @@ class Vertex: 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 = [] @@ -69,8 +68,12 @@ class Vertex: class VertexGroup: def __init__(self, group): - self.group = group.group - self.weight = group.weight + if group: + self.group = group.group + self.weight = group.weight + else: + self.group = 0 + self.weight = 0.0 class Face: @@ -142,6 +145,12 @@ class UvLayer: 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 @@ -149,14 +158,14 @@ class Mesh: 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.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] @@ -165,6 +174,7 @@ class Mesh: 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: @@ -187,6 +197,10 @@ class Mesh: 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} @@ -214,6 +228,21 @@ class Mesh: else: self.lines = [] + # 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): @@ -229,12 +258,12 @@ class Mesh: # 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 @@ -242,6 +271,15 @@ class Mesh: 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:]: @@ -256,7 +294,7 @@ class Mesh: 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 @@ -351,6 +389,9 @@ class Mesh: 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) @@ -358,6 +399,8 @@ class Mesh: 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 - 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("TBN UV layer not found") + raise Exception("Tangent UV layer not found") # 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) @@ -453,6 +501,19 @@ class Mesh: 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): @@ -539,6 +600,18 @@ class Mesh: 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 self.colors.colors[f.get_loop_index(vertex)]==color: + f.flag = True + group.append(f) + + return group + def compute_normals(self, progress): for i, v in enumerate(self.vertices): v.normal = mathutils.Vector() @@ -559,14 +632,11 @@ class Mesh: progress.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, 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]]] @@ -582,12 +652,9 @@ class Mesh: 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)) @@ -727,7 +794,7 @@ class Mesh: 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(context, obj, progress, *, material_atlas=None): if obj.type!="MESH": raise Exception("Object is not a mesh") @@ -756,8 +823,8 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None): 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) @@ -773,8 +840,8 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None): 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) @@ -782,9 +849,11 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None): 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) progress.pop_task()