X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=b58637b7f76bb00515c82f29d211c7a380d51395;hb=7370746bcad955eb813418d0e1d5686f22c99369;hp=62d7506303b349d9e3af9f914f5b4e39d0e6319f;hpb=306be12bfad9de3c0fee353feaaa9904bc925fb6;p=libs%2Fgl.git diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index 62d75063..b58637b7 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -6,19 +6,19 @@ 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._edge = edge._edge + self.vertices = edge.vertices[:] + self.smooth = edge.smooth else: - self._medge = me + self._edge = edge self.smooth = False - self.key = me.key + self.key = edge.key self.faces = [] def __getattr__(self, attr): - return getattr(self._medge, attr) + return getattr(self._edge, attr) def check_smooth(self, limit): if len(self.faces)!=2: @@ -44,27 +44,27 @@ class Edge: class Vertex: - def __init__(self, mv): - if mv.__class__==Vertex: - self._mvert = mv._mvert - self.uvs = mv.uvs[:] - self.tan = mv.tan - self.bino = mv.bino + def __init__(self, vertex): + if vertex.__class__==Vertex: + self._vertex = vertex._vertex + self.uvs = vertex.uvs[:] + self.tan = vertex.tan + self.bino = vertex.bino else: - self._mvert = mv + self._vertex = vertex self.uvs = [] self.tan = None self.bino = None - self.index = mv.index - self.co = mv.co - self.normal = mv.normal + self.index = vertex.index + self.co = vertex.co + self.normal = vertex.normal self.flag = False self.edges = [] self.faces = [] - self.groups = mv.groups[:] + self.groups = vertex.groups[:] def __getattr__(self, attr): - return getattr(self._mvert, attr) + return getattr(self._vertex, attr) def __cmp__(self, other): if other is None: @@ -73,32 +73,36 @@ class Vertex: class VertexGroup: - def __init__(self, base): - self._base = base - self.group = base.group - self.weight = base.weight + def __init__(self, group): + self._group = group + self.group = group.group + self.weight = group.weight def __getattr__(self, attr): - return getattr(self._mvert, attr) + return getattr(self._group, attr) class Face: - def __init__(self, mf): - self._mface = mf - self.index = mf.index + def __init__(self, face): + self._face = face + self.index = face.index self.edges = [] - self.vertices = mf.vertices[:] + self.vertices = face.vertices[:] self.uvs = [] self.flag = False def __getattr__(self, attr): - return getattr(self._mface, attr) + return getattr(self._face, attr) def __cmp__(self, other): if other is None: return 1 return cmp(self.index, other.index) + def pivot_vertex(self, v): + n = self.vertices.index(v) + return [(n+i)%len(self.vertices) for i in range(len(self.vertices))] + def pivot_vertices(self, *vt): flags = [(v in vt) for v in self.vertices] l = len(self.vertices) @@ -156,38 +160,43 @@ class UvLayer: class Mesh: - def __init__(self, m): - self._mesh = m + def __init__(self, mesh): + self._mesh = mesh - self.winding_test = m.winding_test - self.tbn_vecs = m.tbn_vecs - self.vertex_groups = m.vertex_groups + 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] + 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.edge_map = {e.key: e for e in self.edges} self.loops = self.loops[:] - self.materials = self.materials[:] - if self.use_uv=='NONE': + + # Clone only the desired UV layers + if self.use_uv=='NONE' or not self.uv_layers: self.uv_layers = [] - elif self.uv_layers: + else: self.uv_layers = [UvLayer(u) for u in self.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': self.uv_layers = [self.uv_layers[0]] + # Assign texture unit numbers to UV layers that lack one next_unit = max((u.unit+1 for u in self.uv_layers if u.unit is not None), default=0) for u in self.uv_layers: if not u.unit: u.unit = next_unit next_unit += 1 - for v in self.vertices: - v.groups = [VertexGroup(g) for g in v.groups] - + # 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") @@ -197,7 +206,7 @@ class Mesh: v.faces.append(f) for k in f.edge_keys: - e = self.edge_map[k] + e = edge_map[k] e.faces.append(f) f.edges.append(e) @@ -206,6 +215,7 @@ class Mesh: for v in e.vertices: v.edges.append(e) + # Store loose edges as lines if self.use_lines: self.lines = [Line(e) for e in self.edges if not e.faces] else: @@ -225,6 +235,8 @@ class Mesh: if u.name!=other.uv_layers[i].name: raise ValueError("Meshes have incompatible UV layers") + # Merge materials and form a lookup from source material indices to the + # merged material list material_map = [] for m in other.materials: if m in self.materials: @@ -233,6 +245,8 @@ class Mesh: material_map.append(len(self.materials)) self.materials.append(m) + # Append data and adjust indices where necessary. Since the data is + # spliced from the source mesh, rebuilding references is not necessary. for i, u in enumerate(self.uv_layers): u.uvs += other.uv_layers[i].uvs @@ -258,11 +272,10 @@ class Mesh: for e in self.edges[offset:]: e.index += offset e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index) - self.edge_map[e.key] = e self.lines += other.lines - def prepare_smoothing(self, progress=None): + def prepare_smoothing(self, progress): smooth_limit = -1 if self.smoothing=='NONE': for f in self.faces: @@ -275,10 +288,14 @@ 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) if self.smoothing!='BLENDER': - self.compute_normals() + progress.set_task("Updating normals", 0.7, 1.0) + self.compute_normals(progress) + + progress.pop_task() def prepare_vertex_groups(self, obj): for v in self.vertices: @@ -301,7 +318,7 @@ class Mesh: for g in v.groups: g.group = group_index_map[g.group] - def prepare_uv(self, obj, progress=None): + def prepare_uv(self, obj, progress): if obj.material_tex and self.use_uv!='NONE': layer = UvLayer("material_tex") @@ -318,6 +335,8 @@ class Mesh: for i in f.loop_indices: layer.uvs[i] = uv + # 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'] array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers] @@ -333,23 +352,43 @@ class Mesh: for i in f.loop_indices: l.uvs[i] = mathutils.Vector((*l.uvs[i], layer)) + # Copy UVs from layers to faces for f in self.faces: for u in self.uv_layers: f.uvs.append([u.uvs[i] for i in f.loop_indices]) + 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) - self.compute_tbn(tbn_layer_index) + 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 + + # Split by the remaining UV layers + for i, u in enumerate(self.uv_layers): + if i==tbn_layer_index: + continue - for i in range(len(self.uv_layers)): + 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 faces 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.vertices.index(v) v.uvs = [u[i] for u in f.uvs] @@ -357,63 +396,58 @@ class Mesh: v.uvs = [(0.0, 0.0)]*len(self.uv_layers) 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(find_group_func(v, f, *args)) - groups.append(vg) + # 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) - if progress: - progress.set_progress(i*0.5/len(self.vertices)) - - for i in range(len(self.vertices)): - for g in groups[i][1:]: - v = Vertex(self.vertices[i]) - v.index = len(self.vertices) - self.vertices.append(v) - - v_edges = [] - for e in self.vertices[i].edges: + for e in v.edges: e_faces_in_g = [f for f in e.faces if f in g] - if e_faces_in_g: - boundary = len(e_faces_in_g)