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[libs/gl.git] / blender / io_mesh_mspgl / mesh.py
1 import math
2 import mathutils
3
4 def make_edge_key(i1, i2):
5         return (min(i1, i2), max(i1, i2))
6
7 class Edge:
8         def __init__(self, me):
9                 if me.__class__==Edge:
10                         self._medge = me._medge
11                         self.vertices = me.vertices[:]
12                         self.smooth = me.smooth
13                 else:
14                         self._medge = me
15                         self.smooth = False
16                 self.faces = []
17
18         def __getattr__(self, attr):
19                 return getattr(self._medge, attr)
20
21         def check_smooth(self, limit):
22                 if len(self.faces)!=2:
23                         return
24
25                 d = self.faces[0].normal.dot(self.faces[1].normal)
26                 self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
27
28         def other_face(self, f):
29                 if f.index==self.faces[0].index:
30                         if len(self.faces)>=2:
31                                 return self.faces[1]
32                         else:
33                                 return None
34                 else:
35                         return self.faces[0]
36
37
38 class Vertex:
39         def __init__(self, mv):
40                 if mv.__class__==Vertex:
41                         self._mvert = mv._mvert
42                         self.normal = mv.normal
43                         self.uvs = mv.uvs[:]
44                         self.tan = mv.tan
45                         self.bino = mv.bino
46                 else:
47                         self._mvert = mv
48                         self.uvs = []
49                         self.tan = None
50                         self.bino = None
51                 self.flag = False
52                 self.faces = []
53
54         def __getattr__(self, attr):
55                 return getattr(self._mvert, attr)
56
57         def __cmp__(self, other):
58                 if other is None:
59                         return 1
60                 return cmp(self.index, other.index)
61
62
63 class Face:
64         def __init__(self, mf):
65                 self._mface = mf
66                 self.edges = []
67                 self.vertices = mf.vertices[:]
68                 self.uvs = []
69                 self.flag = False
70                 self.material = None
71
72         def __getattr__(self, attr):
73                 return getattr(self._mface, attr)
74
75         def __cmp__(self, other):
76                 if other is None:
77                         return 1
78                 return cmp(self.index, other.index)
79
80         def pivot_vertices(self, *vt):
81                 flags = [(v in vt) for v in self.vertices]
82                 l = len(self.vertices)
83                 for i in range(l):
84                         if flags[i] and not flags[(i+l-1)%l]:
85                                 return self.vertices[i:]+self.vertices[:i]
86
87         def get_edge(self, v1, v2):     
88                 key = make_edge_key(v1.index, v2.index)
89                 for e in self.edges:
90                         if e.key==key:
91                                 return e
92                 raise KeyError("No edge %s"%(key,))
93
94
95 class Line:
96         def __init__(self, e):
97                 self.edge = e
98                 self.vertices = e.vertices[:]
99                 self.flag = False
100
101
102 def uvtex_unit_number(uvtex):
103         dot = uvtex.name.find('.')
104         if dot!=-1 and uvtex.name[dot+1:dot+5]=="unit" and uvtex.name[dot+5:].isdigit():
105                 return int(uvtex.name[dot+5])
106         else:
107                 return 1000
108
109 class Mesh:
110         def __init__(self, m):
111                 self._mesh = m
112
113                 self.vertices = [Vertex(v) for v in self.vertices]
114                 self.faces = [Face(f) for f in self.faces]
115
116                 self.materials = self.materials[:]
117
118                 self.uv_textures = [u for u in self.uv_textures if not u.name.endswith(".hidden")]
119                 self.uv_textures.sort(key=uvtex_unit_number)
120
121                 for f in self.faces:
122                         f.vertices = [self.vertices[i] for i in f.vertices]
123                         for v in f.vertices:
124                                 v.faces.append(f)
125                         for u in self.uv_textures:
126                                 r = u.data[f.index].uv_raw;
127                                 f.uvs.append([(r[i], r[i+1]) for i in range(0, 8, 2)])
128
129                 self.edges = dict([(e.key, Edge(e)) for e in self.edges])
130                 for f in self.faces:
131                         for k in f.edge_keys:
132                                 e = self.edges[k]
133                                 e.faces.append(self.faces[f.index])
134                                 f.edges.append(e)
135
136                 self.lines = [Line(e) for e in self.edges.values() if not e.faces]
137
138                 if self.use_auto_smooth:
139                         smooth_limit = math.cos(self.auto_smooth_angle*math.pi/180)
140                 else:
141                         smooth_limit = -1
142
143                 for e in self.edges.values():
144                         e.vertices = [self.vertices[i] for i in e.vertices]
145                         e.check_smooth(smooth_limit)
146
147         def __getattr__(self, attr):
148                 return getattr(self._mesh, attr)
149
150         def splice(self, other):
151                 material_map = []
152                 for m in other.materials:
153                         if m in self.materials:
154                                 material_map.append(self.materials.index(m))
155                         else:
156                                 material_map.append(len(self.materials))
157                                 self.materials.append(m)
158
159                 offset = len(self.vertices)
160                 for v in other.vertices:
161                         v.index += offset
162                         self.vertices.append(v)
163
164                 offset = len(self.faces)
165                 for f in other.faces:
166                         f.index += offset
167                         f.material = material_map[f.material_index]
168                         self.faces.append(f)
169
170                 for e in other.edges.values():
171                         e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
172                         self.edges[e.key] = e
173
174                 self.lines += other.lines
175
176         def flatten_faces(self):
177                 for f in self.faces:
178                         f.use_smooth = False
179
180                 for e in self.edges.values():
181                         e.check_smooth(1)
182
183         def generate_material_uv(self):
184                 for f in self.faces:
185                         f.uv = ([(f.material_index+0.5)/len(self.materials), 0.5],)*len(f.vertices)
186                 self.has_uv = True
187
188         def split_vertices(self, find_group_func, progress, *args):
189                 groups = []
190                 for i in range(len(self.vertices)):
191                         v = self.vertices[i]
192                         for f in v.faces:
193                                 f.flag = False
194
195                         vg = []
196                         for f in v.faces:
197                                 if not f.flag:
198                                         vg.append(find_group_func(v, f, *args))
199
200                         groups.append(vg)
201
202                         if progress:
203                                 progress.set_progress(i*0.5/len(self.vertices))
204
205                 for i in range(len(self.vertices)):
206                         if len(groups[i])==1:
207                                 continue
208
209                         for g in groups[i][1:]:
210                                 v = Vertex(self.vertices[i])
211                                 v.index = len(self.vertices)
212                                 self.vertices.append(v)
213
214                                 for f in g:
215                                         for j in range(len(f.edges)):
216                                                 e = f.edges[j]
217
218                                                 if self.vertices[i] not in e.vertices:
219                                                         continue
220
221                                                 if e.other_face(f) not in g and len(e.faces)>=2:
222                                                         e.faces.remove(f)
223                                                         e = Edge(e)
224                                                         f.edges[j] = e
225                                                         e.faces.append(f)
226                                                 else:
227                                                         del self.edges[e.key]
228
229                                                 e.vertices[e.vertices.index(self.vertices[i])] = v
230
231                                                 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
232                                                 self.edges[e.key] = e
233
234                                         self.vertices[i].faces.remove(f)
235                                         f.vertices[f.vertices.index(self.vertices[i])] = v
236                                         v.faces.append(f)
237
238                         if progress:
239                                 progress.set_progress(0.5+i*0.5/len(self.vertices))
240
241         def split_smooth(self, progress = None):
242                 self.split_vertices(self.find_smooth_group, progress)
243
244         def split_uv(self, index, progress = None):
245                 self.split_vertices(self.find_uv_group, progress, index)
246
247         def find_smooth_group(self, vertex, face):
248                 face.flag = True
249                 queue = [face]
250
251                 for f in queue:
252                         for e in f.edges:
253                                 other = e.other_face(f)
254                                 if other not in vertex.faces:
255                                         continue
256
257                                 if e.smooth:
258                                         if not other.flag:
259                                                 other.flag = True
260                                                 queue.append(other)
261
262                 return queue
263
264         def find_uv_group(self, vertex, face, index):
265                 uv = face.uvs[index][face.vertices.index(vertex)]
266                 face.flag = True
267                 group = [face]
268                 for f in vertex.faces:
269                         if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv:
270                                 f.flag = True
271                                 group.append(f)
272                 return group
273
274         def compute_normals(self):
275                 for v in self.vertices:
276                         if v.faces:
277                                 v.normal = mathutils.Vector()
278                                 for f in v.faces:
279                                         fv = f.pivot_vertices(v)
280                                         edge1 = fv[1].co-fv[0].co
281                                         edge2 = fv[-1].co-fv[0].co
282                                         weight = 1
283                                         if len(f.get_edge(fv[0], fv[1]).faces)==1:
284                                                 weight += 1
285                                         if len(f.get_edge(fv[0], fv[-1]).faces)==1:
286                                                 weight += 1
287                                         v.normal += f.normal*edge1.angle(edge2)*weight
288                                 v.normal.normalize()
289                         else:
290                                 # XXX Should use edges to compute normal
291                                 v.normal = mathutils.Vector(0, 0, 1)
292
293         def compute_uv(self):
294                 for v in self.vertices:
295                         if v.faces:
296                                 f = v.faces[0]
297                                 i = f.vertices.index(v)
298                                 v.uvs = [u[i] for u in f.uvs]
299
300         def compute_tbn(self, index):
301                 if not self.uv_textures:
302                         return
303
304                 for v in self.vertices:
305                         v.tan = mathutils.Vector()
306                         v.bino = mathutils.Vector()
307                         for f in v.faces:
308                                 fv = f.pivot_vertices(v)
309                                 uv0 = fv[0].uvs[index]
310                                 uv1 = fv[1].uvs[index]
311                                 uv2 = fv[-1].uvs[index]
312                                 du1 = uv1[0]-uv0[0]
313                                 du2 = uv2[0]-uv0[0]
314                                 dv1 = uv1[1]-uv0[1]
315                                 dv2 = uv2[1]-uv0[1]
316                                 edge1 = fv[1].co-fv[0].co
317                                 edge2 = fv[-1].co-fv[0].co
318                                 div = (du1*dv2-du2*dv1)
319                                 if div:
320                                         mul = edge1.angle(edge2)/div
321                                         v.tan += (edge1*dv2-edge2*dv1)*mul
322                                         v.bino += (edge2*du1-edge1*du2)*mul
323
324                         if v.tan.length:
325                                 v.tan.normalize()
326                         if v.bino.length:
327                                 v.bino.normalize()
328
329         def create_strip(self, face, max_len):
330                 edge = None
331                 for e in face.edges:
332                         other = e.other_face(face)
333                         if other and not other.flag:
334                                 edge = e
335                                 break
336
337                 if not edge:
338                         return None
339
340                 vertices = face.pivot_vertices(*edge.vertices)
341                 if len(vertices)==3:
342                         result = [vertices[-1], vertices[0]]
343                 else:
344                         result = [vertices[-2], vertices[-1]]
345
346                 while 1:
347                         vertices = face.pivot_vertices(*result[-2:])
348                         k = len(result)%2
349
350                         face.flag = True
351                         if len(vertices)==4 and not k:
352                                 result.append(vertices[3])
353                         result.append(vertices[2])
354                         if len(vertices)==4 and k:
355                                 result.append(vertices[3])
356
357                         if len(result)>=max_len:
358                                 break
359
360                         edge = face.get_edge(*result[-2:])
361
362                         next = edge.other_face(face)
363                         if not next or next.flag:
364                                 break
365                         face = next
366
367                 return result