From: Mikko Rasa Date: Fri, 3 May 2019 17:13:45 +0000 (+0300) Subject: Major rework of mesh handling in Blender exporter X-Git-Url: http://git.tdb.fi/?a=commitdiff_plain;h=306be12;p=libs%2Fgl.git Major rework of mesh handling in Blender exporter All of the preprocessing has been moved out of the MeshExporter class and into a utility function. This should make it easier for other exporter classes to use meshes. --- diff --git a/blender/io_mspgl/export_mesh.py b/blender/io_mspgl/export_mesh.py index b695b40e..6d90c8fa 100644 --- a/blender/io_mspgl/export_mesh.py +++ b/blender/io_mspgl/export_mesh.py @@ -192,24 +192,7 @@ class MeshExporter: if obj is None: obj = context.active_object - objs = [(obj, mathutils.Matrix())] - check = objs - while check: - children = [] - for o, m in check: - for c in o.children: - if c.compound: - children.append((c, m*c.matrix_local)) - objs += children - check = children - - if not objs: - raise Exception("Nothing to export") - for o, m in objs: - if o.type!="MESH": - raise Exception("Can only export Mesh data") - - from .mesh import Mesh + from .mesh import create_mesh_from_object from .util import Progress if self.show_progress: @@ -219,84 +202,7 @@ class MeshExporter: else: progress = None - mesh = None - bmeshes = [] - winding_test = False - for o, m in objs: - if o.data.winding_test: - winding_test = True - if o.material_tex: - self.material_tex = True - bmesh = o.to_mesh(context.scene, True, "PREVIEW") - bmeshes.append(bmesh) - me = Mesh(bmesh) - me.transform(m) - if not mesh: - mesh = me - else: - mesh.splice(me) - - if progress: - progress.set_task("Smoothing", 0.05, 0.35) - if mesh.smoothing=="NONE": - mesh.flatten_faces() - mesh.split_smooth(progress) - - if mesh.smoothing!="BLENDER": - mesh.compute_normals() - - if mesh.vertex_groups: - mesh.sort_vertex_groups(mesh.max_groups_per_vertex) - - # Create a mapping from vertex group indices to bone indices - first_obj = objs[0][0] - group_index_map = dict((i, i) for i in range(len(first_obj.vertex_groups))) - if first_obj.parent and first_obj.parent.type=="ARMATURE": - armature = first_obj.parent.data - bone_indices = dict((armature.bones[i].name, i) for i in range(len(armature.bones))) - for g in first_obj.vertex_groups: - if g.name in bone_indices: - group_index_map[g.index] = bone_indices[g.name] - - if self.material_tex and mesh.materials: - mesh.generate_material_uv() - - texunits = [] - force_unit0 = False - if mesh.uv_layers and (mesh.use_uv!="NONE" or self.material_tex): - # Figure out which UV layers to export - if mesh.use_uv=="ALL": - texunits = range(len(mesh.uv_layers)) - elif self.material_tex: - # The material UV layer is always the last one - texunits = [len(mesh.uv_layers)-1] - force_unit0 = True - else: - for i, u in enumerate(mesh.uv_layers): - if u.unit==0: - texunits = [i] - break - texunits = [(i, mesh.uv_layers[i]) for i in texunits] - texunits = [u for u in texunits if not u[1].hidden] - - if mesh.tbn_vecs: - # TBN coordinates must be generated before vertices are split by any other layer - uv_names = [u.name for i, u in texunits] - if mesh.tbn_uvtex in uv_names: - tbn_index = uv_names.index(mesh.tbn_uvtex) - unit = texunits[tbn_index] - del texunits[tbn_index] - texunits.insert(0, unit) - - for i, u in texunits: - if progress: - progress.set_task("Splitting UVs", 0.35+0.3*i/len(texunits), 0.35+0.3*(i+1)/len(texunits)) - mesh.split_uv(i, progress) - if mesh.tbn_vecs and u.name==mesh.tbn_uvtex: - mesh.compute_uv() - mesh.compute_tbn(i) - - mesh.compute_uv() + mesh = create_mesh_from_object(context, obj, progress) strips = [] loose = mesh.faces @@ -312,10 +218,10 @@ class MeshExporter: out_file = open_output(out_file) fmt = ["NORMAL3"] - if texunits: - for i, u in texunits: - size = str(len(mesh.vertices[0].uvs[i])) - if u.unit==0 or force_unit0: + if mesh.uv_layers: + for u in mesh.uv_layers: + size = str(len(u.uvs[0])) + if u.unit==0: fmt.append("TEXCOORD"+size) else: fmt.append("TEXCOORD%s_%d"%(size, u.unit)) @@ -334,10 +240,10 @@ class MeshExporter: if v.normal!=normal: out_file.write("normal3", *v.normal) normal = v.normal - for i, u in texunits: + for i, u in enumerate(mesh.uv_layers): if v.uvs[i]!=uvs.get(i): size = str(len(v.uvs[i])) - if u.unit==0 or force_unit0: + if u.unit==0: out_file.write("texcoord"+size, *v.uvs[i]) else: out_file.write("multitexcoord"+size, u.unit, *v.uvs[i]) @@ -379,19 +285,16 @@ class MeshExporter: out_file.write("indices", f.vertices[0].index, f.vertices[i-1].index, f.vertices[i].index) out_file.end() - if mesh.use_lines and mesh.lines: + if mesh.lines: out_file.begin("batch", "LINES") for l in mesh.lines: out_file.write("indices", l.vertices[0].index, l.vertices[1].index) out_file.end() - if winding_test: + if mesh.winding_test: out_file.write("winding", "COUNTERCLOCKWISE") if progress: progress.set_task("Done", 1.0, 1.0) - for m in bmeshes: - bpy.data.meshes.remove(m) - return mesh diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index d05b9de8..62d75063 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -1,3 +1,4 @@ +import bpy import math import mathutils @@ -13,6 +14,7 @@ class Edge: else: self._medge = me self.smooth = False + self.key = me.key self.faces = [] def __getattr__(self, attr): @@ -45,22 +47,21 @@ class Vertex: def __init__(self, mv): if mv.__class__==Vertex: self._mvert = mv._mvert - self.co = mv.co - self.normal = mv.normal self.uvs = mv.uvs[:] self.tan = mv.tan self.bino = mv.bino - self.group_weight_scale = mv.group_weight_scale else: self._mvert = mv - self.co = mv.co - self.normal = mv.normal self.uvs = [] self.tan = None self.bino = None - self.group_weight_scale = 1 + self.index = mv.index + self.co = mv.co + self.normal = mv.normal self.flag = False + self.edges = [] self.faces = [] + self.groups = mv.groups[:] def __getattr__(self, attr): return getattr(self._mvert, attr) @@ -71,9 +72,20 @@ class Vertex: return cmp(self.index, other.index) +class VertexGroup: + def __init__(self, base): + self._base = base + self.group = base.group + self.weight = base.weight + + def __getattr__(self, attr): + return getattr(self._mvert, attr) + + class Face: def __init__(self, mf): self._mface = mf + self.index = mf.index self.edges = [] self.vertices = mf.vertices[:] self.uvs = [] @@ -101,6 +113,11 @@ 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)) @@ -114,12 +131,18 @@ 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:] @@ -131,60 +154,62 @@ 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 + self.winding_test = m.winding_test + self.tbn_vecs = m.tbn_vecs + self.vertex_groups = m.vertex_groups + self.vertices = [Vertex(v) for v in self.vertices] 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': + self.uv_layers = [] + elif self.uv_layers: + 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]] + + 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.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))] - self.assign_texture_units() + for v in self.vertices: + v.groups = [VertexGroup(g) for g in v.groups] 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))]) - if f.material_index