X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=91648d28e5b28b1ab6db369586b46d974b0c332e;hb=HEAD;hp=9741b8dd916f28495d3e25cde8fd64e767a7d118;hpb=86721a55699193e63c76e8a0a7b0ced0416c1cce;p=libs%2Fgl.git diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index 9741b8dd..e4db4afb 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -1,4 +1,3 @@ -import bpy import math import mathutils import itertools @@ -67,8 +66,11 @@ class Vertex: class VertexGroup: - def __init__(self, group): - if group: + 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: @@ -76,6 +78,13 @@ class VertexGroup: self.weight = 0.0 +class Batch: + def __init__(self, pt): + self.primitive_type = pt + self.patch_size = 0 + self.vertices = [] + + class Face: def __init__(self, face): self.index = face.index @@ -86,6 +95,7 @@ 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): @@ -155,11 +165,12 @@ 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_vecs = mesh.tangent_vecs 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 @@ -177,11 +188,24 @@ class Mesh: 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] @@ -193,21 +217,21 @@ class Mesh: 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: + 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: @@ -224,12 +248,37 @@ class Mesh: 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: @@ -237,19 +286,19 @@ class Mesh: 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_atlas = [] + material_lookup = [] for m in other.materials: if m in self.materials: - material_atlas.append(self.materials.index(m)) + material_lookup.append(self.materials.index(m)) else: - material_atlas.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 @@ -280,7 +329,7 @@ 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_atlas[f.material_index] + f.material_index = material_lookup[f.material_index] offset = len(self.edges) self.edges += other.edges @@ -290,7 +339,10 @@ class Mesh: 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] @@ -350,9 +402,9 @@ class Mesh: 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: @@ -365,14 +417,12 @@ class Mesh: 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: @@ -400,31 +450,7 @@ class Mesh: for g in v.groups: g.group = group_index_map[g.group] - def apply_material_atlas(self, material_atlas): - for m in self.materials: - 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_atlas") - 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_atlas.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'] @@ -442,9 +468,6 @@ class Mesh: for i in f.loop_indices: l.uvs[i] = mathutils.Vector((*l.uvs[i], layer)) - prog_count = len(self.uv_layers) - prog_step = 0 - # Split by the UV layer used for tangent vectors first so connectivity # remains intact for tangent vector computation tangent_layer_index = -1 @@ -456,26 +479,27 @@ class Mesh: elif self.uv_layers[0].unit==0: tangent_layer_index = 0 - if tangent_layer_index>=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") + if tangent_layer_index<0: + raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name)) + + prog_count = len(self.uv_layers) + 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==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: @@ -487,11 +511,11 @@ class Mesh: else: v.uvs = [(0.0, 0.0)]*len(self.uv_layers) - def prepare_colors(self, progress): + def prepare_colors(self, task): if not self.colors: return - self.split_vertices(self.find_color_group, progress) + self.split_vertices(self.find_color_group, task) for v in self.vertices: if v.faces: @@ -500,7 +524,44 @@ class Mesh: else: v.color = (1.0, 1.0, 1.0, 1.0) - def split_vertices(self, find_group_func, progress, *args): + 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<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)