X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=d9ae6b760ff545c8043269bb9e120b597f8b05f7;hb=e1d0738;hp=78cae28b22f662d3e0eb2ca9fdbb8073536f7893;hpb=171f8e9be4fd17ebc7a467d9a8f959a1bba6b3e6;p=libs%2Fgl.git diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index 78cae28b..d9ae6b76 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -1,6 +1,7 @@ import bpy import math import mathutils +import itertools def make_edge_key(i1, i2): return (min(i1, i2), max(i1, i2)) @@ -8,10 +9,8 @@ def make_edge_key(i1, i2): class Edge: def __init__(self, edge): if edge.__class__==Edge: - self._edge = edge._edge self.smooth = edge.smooth else: - self._edge = edge self.smooth = False if edge: self.vertices = edge.vertices[:] @@ -21,9 +20,6 @@ class Edge: self.key = None self.faces = [] - def __getattr__(self, attr): - return getattr(self._edge, attr) - def check_smooth(self, limit): if len(self.faces)!=2: return @@ -50,26 +46,22 @@ class Edge: class Vertex: 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._vertex = vertex self.uvs = [] self.tan = None self.bino = None self.index = vertex.index - self.co = vertex.co - self.normal = vertex.normal + self.co = mathutils.Vector(vertex.co) + self.normal = mathutils.Vector(vertex.normal) + self.color = None self.flag = False self.edges = [] self.faces = [] self.groups = vertex.groups[:] - def __getattr__(self, attr): - return getattr(self._vertex, attr) - def __cmp__(self, other): if other is None: return 1 @@ -78,26 +70,26 @@ class Vertex: 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) + if group: + self.group = group.group + self.weight = group.weight + else: + self.group = 0 + self.weight = 0.0 class Face: def __init__(self, face): - self._face = face self.index = face.index self.edges = [] + self.edge_keys = face.edge_keys self.vertices = face.vertices[:] - self.uvs = [] + self.loop_indices = face.loop_indices + self.normal = face.normal + self.use_smooth = face.use_smooth + self.material_index = face.material_index self.flag = False - def __getattr__(self, attr): - return getattr(self._face, attr) - def __cmp__(self, other): if other is None: return 1 @@ -107,12 +99,8 @@ class Face: 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) - for i in range(l): - if flags[i] and not flags[(i+l-1)%l]: - return self.vertices[i:]+self.vertices[:i] + def get_loop_index(self, v): + return self.loop_indices[self.vertices.index(v)] def get_edge(self, v1, v2): key = make_edge_key(v1.index, v2.index) @@ -141,13 +129,11 @@ class Line: class UvLayer: def __init__(self, arg): if type(arg)==str: - self._layer = None self.name = arg self.uvs = [] else: - self._layer = arg self.name = arg.name - self.uvs = [d.uv for d in self.data] + self.uvs = [mathutils.Vector(d.uv) for d in arg.data] self.unit = None self.hidden = False @@ -160,44 +146,63 @@ class UvLayer: elif ext==".hidden": self.hidden = True - def __getattr__(self, attr): - return getattr(self._layer, attr) + +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._mesh = mesh + self.name = mesh.name 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.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] self.loops = mesh.loops[:] self.materials = mesh.materials[:] + 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 self.use_uv=='NONE' or not mesh.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 = 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': + # Assign texture unit numbers to UV layers that lack one + missing_unit = [u for u in self.uv_layers if u.unit is None] + if missing_unit: + missing_unit = sorted(missing_unit, key=(lambda u: u.name)) + used_units = [u.unit for u in self.uv_layers if u.unit is not None] + for u, n in zip(missing_unit, (i for i in itertools.count() if i not in used_units)): + u.unit = n + + self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit)) + + if mesh.use_uv=='UNIT0': self.uv_layers = [self.uv_layers[0]] + if self.uv_layers[0].unit!=0: + self.uv_layers = [] - # 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 + 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 @@ -221,19 +226,16 @@ class Mesh: v.edges.append(e) # Store loose edges as lines - if self.use_lines: + if mesh.use_lines: self.lines = [Line(e) for e in self.edges if not e.faces] else: self.lines = [] self.vertex_sequence = [] - def __getattr__(self, attr): - return getattr(self._mesh, attr) - def transform(self, matrix): for v in self.vertices: - v.co = matrix*v.co + v.co = matrix@v.co def splice(self, other): if len(self.uv_layers)!=len(other.uv_layers): @@ -257,6 +259,15 @@ 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:]: @@ -269,8 +280,7 @@ class Mesh: 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) + 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] @@ -367,6 +377,9 @@ 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) @@ -374,6 +387,8 @@ 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)