X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=da5e76aaf34ed259d48ff5f3a0b872c32f36cdda;hb=f398c65c9e741ca4919a0770e096c15e8d33c1c2;hp=42adabe66f79c8716266e6319371d376b858d133;hpb=b128c6434774f79998b95525ed06e420bfe0306b;p=libs%2Fgl.git diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index 42adabe6..da5e76aa 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -56,6 +56,7 @@ class Vertex: 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 = [] @@ -83,7 +84,6 @@ class Face: self.normal = face.normal self.use_smooth = face.use_smooth self.material_index = face.material_index - self.uvs = [] self.flag = False def __cmp__(self, other): @@ -95,12 +95,8 @@ 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) @@ -147,6 +143,12 @@ 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 @@ -192,6 +194,10 @@ 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} @@ -247,6 +253,15 @@ 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:]: @@ -418,11 +433,6 @@ 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 @@ -440,6 +450,8 @@ class Mesh: self.compute_tbn(tbn_layer_index, progress) progress.pop_task() prog_step = 2 + else: + raise Exception("TBN UV layer not found") # Split by the remaining UV layers for i, u in enumerate(self.uv_layers): @@ -451,16 +463,29 @@ class Mesh: progress.pop_task() prog_step += 1 - # Copy UVs from faces to vertices + # Copy UVs from layers 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] + i = f.get_loop_index(v) + v.uvs = [u.uvs[i] for u in self.uv_layers] 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): @@ -535,12 +560,25 @@ class Mesh: return group def find_uv_group(self, vertex, face, index): - uv = face.uvs[index][face.vertices.index(vertex)] + layer = self.uv_layers[index] + uv = layer.uvs[face.get_loop_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: + if not f.flag and layer.uvs[f.get_loop_index(vertex)]==uv: + f.flag = True + group.append(f) + + 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) @@ -550,9 +588,9 @@ class Mesh: 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 + vi = f.pivot_vertex(v) + edge1 = f.vertices[vi[1]].co-v.co + edge2 = f.vertices[vi[-1]].co-v.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 @@ -789,9 +827,11 @@ 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()