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[:]
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
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.faces = []
self.groups = vertex.groups[:]
- def __getattr__(self, attr):
- return getattr(self._vertex, attr)
-
def __cmp__(self, other):
if other is None:
return 1
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, face):
- self._face = face
self.index = face.index
self.edges = []
+ self.edge_keys = face.edge_keys
self.vertices = face.vertices[:]
+ self.loop_indices = face.loop_indices
+ self.normal = face.normal
+ self.use_smooth = face.use_smooth
+ self.material_index = face.material_index
self.uvs = []
self.flag = False
- def __getattr__(self, attr):
- return getattr(self._face, attr)
-
def __cmp__(self, other):
if other is None:
return 1
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 = [mathutils.Vector(d.uv) for d in self.data]
+ self.uvs = [mathutils.Vector(d.uv) for d in arg.data]
self.unit = None
self.hidden = False
elif ext==".hidden":
self.hidden = True
- def __getattr__(self, attr):
- return getattr(self._layer, attr)
-
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.loops = mesh.loops[:]
self.materials = mesh.materials[:]
+ self.use_auto_smooth = mesh.use_auto_smooth
+ self.auto_smooth_angle = mesh.auto_smooth_angle
+
# 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(self.uv_layers, key=(lambda u: u.unit))
- if self.use_uv=='UNIT0':
+ if mesh.use_uv=='UNIT0':
self.uv_layers = [self.uv_layers[0]]
if self.uv_layers[0].unit!=0:
self.uv_layers = []
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
for e in self.edges:
e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
- def drop_references(self):
- for v in self.vertices:
- 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_mesh_from_object(context, obj, progress, *, material_map=None):
if obj.type!="MESH":
progress.set_task("Render sequence", 0.8, 1.0)
mesh.prepare_sequence(progress)
- # Discard the temporary Blender meshes after making sure there's no
- # references to the data
- mesh.drop_references()
-
progress.pop_task()
return mesh