X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=b58637b7f76bb00515c82f29d211c7a380d51395;hb=7370746bcad955eb813418d0e1d5686f22c99369;hp=fc31a1252a630fa0ef03fff894b7b735d31e2a78;hpb=b61c103559c83d6fe7309f2ca4489f09e701c4cf;p=libs%2Fgl.git diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index fc31a125..b58637b7 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -1,3 +1,4 @@ +import bpy import math import mathutils @@ -5,18 +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 = 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: @@ -34,27 +36,35 @@ class Edge: else: return self.faces[0] + def other_vertex(self, v): + if v.index==self.vertices[0].index: + return self.vertices[1] + else: + return self.vertices[0] + class Vertex: - def __init__(self, mv): - if mv.__class__==Vertex: - self._mvert = mv._mvert - 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._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.group_weight_scale = 1 + self.index = vertex.index + self.co = vertex.co + self.normal = vertex.normal self.flag = False + self.edges = [] self.faces = [] + 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: @@ -62,22 +72,37 @@ class Vertex: return cmp(self.index, other.index) +class VertexGroup: + def __init__(self, group): + self._group = group + self.group = group.group + self.weight = group.weight + + def __getattr__(self, attr): + return getattr(self._group, attr) + + class Face: - def __init__(self, mf): - self._mface = mf + 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) @@ -92,6 +117,11 @@ class Face: 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)) @@ -105,12 +135,18 @@ 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._layer = None + self.name = arg + else: + self._layer = arg + self.name = arg.name + self.uvs = [d.uv for d in self.data] + self.unit = None self.hidden = False + dot = self.name.find('.') if dot>=0: ext = self.name[dot:] @@ -122,54 +158,85 @@ class UvLayer: 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 + def __init__(self, mesh): + self._mesh = mesh + + 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.faces = [Face(f) for f in self.polygons] + 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.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))] - self.assign_texture_units() + # Clone only the desired UV layers + if self.use_uv=='NONE' or not self.uv_layers: + 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 + # 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))]) - self.edges = dict([(e.key, Edge(e)) for e in self.edges]) - for f in self.faces: for k in f.edge_keys: - e = self.edges[k] - e.faces.append(self.faces[f.index]) + e = edge_map[k] + e.faces.append(f) f.edges.append(e) - self.lines = [Line(e) for e in self.edges.values() if not e.faces] + for e in self.edges: + e.vertices = [self.vertices[i] for i in e.vertices] + for v in e.vertices: + v.edges.append(e) - if self.use_auto_smooth: - smooth_limit = math.cos(self.auto_smooth_angle*math.pi/180) + # Store loose edges as lines + if self.use_lines: + self.lines = [Line(e) for e in self.edges if not e.faces] else: - smooth_limit = -1 - - for e in self.edges.values(): - e.vertices = [self.vertices[i] for i in e.vertices] - e.check_smooth(smooth_limit) + self.lines = [] def __getattr__(self, attr): return getattr(self._mesh, attr) + def transform(self, matrix): + for v in self.vertices: + v.co = matrix*v.co + def splice(self, other): + if len(self.uv_layers)!=len(other.uv_layers): + raise ValueError("Meshes have incompatible UV layers") + for i, u in enumerate(self.uv_layers): + 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: @@ -178,180 +245,280 @@ 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 + offset = len(self.vertices) - for v in other.vertices: + self.vertices += other.vertices + for v in self.vertices[offset:]: v.index += offset - self.vertices.append(v) + + loop_offset = len(self.loops) + self.loops += other.loops offset = len(self.faces) - for f in other.faces: + self.faces += other.faces + for f in self.faces[offset:]: f.index += offset + f.loop_start += loop_offset + f.loop_indices = range(f.loop_start, f.loop_start+f.loop_total) if other.materials: f.material_index = material_map[f.material_index] - self.faces.append(f) - for e in other.edges.values(): + offset = len(self.edges) + self.edges += other.edges + for e in self.edges[offset:]: + e.index += offset e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index) - self.edges[e.key] = e self.lines += other.lines - def flatten_faces(self): - for f in self.faces: - f.use_smooth = False + def prepare_smoothing(self, progress): + smooth_limit = -1 + if self.smoothing=='NONE': + for f in self.faces: + f.use_smooth = False - for e in self.edges.values(): - e.check_smooth(1) + smooth_limit = 1 + elif self.use_auto_smooth: + smooth_limit = math.cos(self.auto_smooth_angle) - 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 - else: - free_unit = 0 - for u in self.uv_layers: - if u.unit is None: - if not u.hidden: - u.unit = free_unit - free_unit += 1 - - def generate_material_uv(self): - self.uv_layers.append(FakeUvLayer("material_tex")) - self.assign_texture_units() + 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': + 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: + 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 + + if obj.parent and obj.parent.type=="ARMATURE": + armature = obj.parent.data + bone_indices = {b.name: i for i, b in enumerate(armature.bones)} + group_index_map = {i: i for i in range(len(obj.vertex_groups))} + for g in first_obj.vertex_groups: + if g.name in bone_indices: + group_index_map[g.index] = bone_indices[g.name] + + for v in self.vertices: + 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 + + # 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] + + if array_uv_layers: + for f in self.faces: + layer = 0 + if f.material_index=2: + for f in e_faces_in_g: e.faces.remove(f) - e = Edge(e) - f.edges[j] = e - e.faces.append(f) - else: - del self.edges[e.key] + f.edges[f.edges.index(e)] = ne + ne.faces.append(f) - e.vertices[e.vertices.index(self.vertices[i])] = v + e = ne - e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index) - self.edges[e.key] = e + e.vertices[e.vertices.index(v)] = nv + nv.edges.append(e) - self.vertices[i].faces.remove(f) - f.vertices[f.vertices.index(self.vertices[i])] = v - v.faces.append(f) + e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index) - if progress: - progress.set_progress(0.5+i*0.5/len(self.vertices)) + # Filter out any edges that were removed from the original vertex + v.edges = [e for e in v.edges if v in e.vertices] - def split_smooth(self, progress = None): - self.split_vertices(self.find_smooth_group, progress) + for f in g: + v.faces.remove(f) + f.vertices[f.vertices.index(v)] = nv + nv.faces.append(f) - def split_uv(self, index, progress = None): - self.split_vertices(self.find_uv_group, progress, index) + progress.set_progress(i/vertex_count) def find_smooth_group(self, vertex, face): face.flag = True - queue = [face] - for f in queue: - for e in f.edges: - other = e.other_face(f) - if other not in vertex.faces: - continue + edges = [e for e in face.edges if vertex in e.vertices] + + group = [face] + for e in edges: + f = face + while e.smooth: + f = e.other_face(f) + if not f or f.flag: + break - if e.smooth: - if not other.flag: - other.flag = True - queue.append(other) + f.flag = True + group.append(f) + e = f.other_edge(e, vertex) - return queue + return group def find_uv_group(self, vertex, face, index): uv = face.uvs[index][face.vertices.index(vertex)] face.flag = True + group = [face] for f in vertex.faces: if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv: f.flag = True group.append(f) + return group - def compute_normals(self): - for v in self.vertices: - if v.faces: - v.normal = mathutils.Vector() - for f in v.faces: - fv = f.pivot_vertices(v) - edge1 = fv[1].co-fv[0].co - edge2 = fv[-1].co-fv[0].co - weight = 1 - if len(f.get_edge(fv[0], fv[1]).faces)==1: - weight += 1 - if len(f.get_edge(fv[0], fv[-1]).faces)==1: - weight += 1 - v.normal += f.normal*edge1.angle(edge2)*weight + def compute_normals(self, progress): + for i, v in enumerate(self.vertices): + v.normal = mathutils.Vector() + for f in v.faces: + fv = f.pivot_vertices(v) + edge1 = fv[1].co-fv[0].co + edge2 = fv[-1].co-fv[0].co + if edge1.length and edge2.length: + # Use the angle between edges as a weighting factor. This gives + # more consistent normals on bends with an inequal number of + # faces on each side. + v.normal += f.normal*edge1.angle(edge2) + + if v.normal.length: v.normal.normalize() else: - # XXX Should use edges to compute normal - v.normal = mathutils.Vector(0, 0, 1) + v.normal = mathutils.Vector((0, 0, 1)) - def compute_uv(self): - for v in self.vertices: - if v.faces: - f = v.faces[0] - i = f.vertices.index(v) - v.uvs = [u[i] for u in f.uvs] + progress.set_progress(i/len(self.vertices)) - def compute_tbn(self, index): - if not self.uv_layers: - return + def compute_tbn(self, index, progress): + # This function is called at an early stage during UV preparation when + # face UVs are not available yet + layer_uvs = self.uv_layers[index].uvs - for v in self.vertices: + for i, v in enumerate(self.vertices): v.tan = mathutils.Vector() v.bino = mathutils.Vector() for f in v.faces: - fv = f.pivot_vertices(v) - uv0 = fv[0].uvs[index] - uv1 = fv[1].uvs[index] - uv2 = fv[-1].uvs[index] + vi = f.pivot_vertex(v) + uv0 = layer_uvs[f.loop_indices[vi[0]]] + uv1 = layer_uvs[f.loop_indices[vi[1]]] + uv2 = layer_uvs[f.loop_indices[vi[-1]]] du1 = uv1[0]-uv0[0] du2 = uv2[0]-uv0[0] dv1 = uv1[1]-uv0[1] dv2 = uv2[1]-uv0[1] - edge1 = fv[1].co-fv[0].co - edge2 = fv[-1].co-fv[0].co + edge1 = f.vertices[vi[1]].co-f.vertices[vi[0]].co + edge2 = f.vertices[vi[-1]].co-f.vertices[vi[0]].co div = (du1*dv2-du2*dv1) if div: mul = edge1.angle(edge2)/div @@ -363,11 +530,20 @@ class Mesh: if v.bino.length: v.bino.normalize() - def sort_vertex_groups(self, max_groups): + progress.set_progress(i/len(self.vertices)) + + def drop_references(self): for v in self.vertices: - if v.groups: - v.groups = sorted(v.groups, key=(lambda g: g.weight), reverse=True) - v.group_weight_scale = 1.0/sum(g.weight for g in v.groups[:max_groups]) + v._vertex = None + for g in v.groups: + g._group = None + for e in self.edges: + e._edge = None + for f in self.faces: + f._face = None + for u in self.uv_layers: + u._layer = None + self._mesh = None def create_strip(self, face, max_len): # Find an edge with another unused face next to it @@ -413,3 +589,59 @@ class Mesh: break return result + +def create_mesh_from_object(context, obj, progress): + if obj.type!="MESH": + raise Exception("Object is not a mesh") + + progress.push_task("Preparing mesh", 0.0, 0.3) + + objs = [(obj, mathutils.Matrix())] + i = 0 + while i