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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 class UvLayer:
103         def __init__(self, l):
104                 self._layer = l
105                 self.name = None
106
107         def __getattr__(self, attr):
108                 return getattr(self._layer, attr)
109
110 class FakeUvLayer:
111         def __init__(self, n):
112                 self.name = n
113
114 def uvtex_unit_number(uvtex):
115         dot = uvtex.name.find('.')
116         if dot!=-1 and uvtex.name[dot+1:dot+5]=="unit" and uvtex.name[dot+5:].isdigit():
117                 return int(uvtex.name[dot+5])
118         else:
119                 return 1000
120
121 class Mesh:
122         def __init__(self, m):
123                 self._mesh = m
124
125                 self.vertices = [Vertex(v) for v in self.vertices]
126                 self.faces = [Face(f) for f in self.polygons]
127
128                 self.materials = self.materials[:]
129
130                 self.uv_layers = [UvLayer(u) for u in self.uv_layers]
131                 for i in range(len(self.uv_layers)):
132                         self.uv_layers[i].name = self.uv_textures[i].name
133                 self.uv_layers = [u for u in self.uv_layers if not u.name.endswith(".hidden")]
134                 self.uv_layers.sort(key=uvtex_unit_number)
135
136                 for f in self.faces:
137                         f.vertices = [self.vertices[i] for i in f.vertices]
138                         for v in f.vertices:
139                                 v.faces.append(f)
140                         for u in self.uv_layers:
141                                 f.uvs.append([u.data[f.loop_indices[i]].uv for i in range(len(f.vertices))])
142
143                 self.edges = dict([(e.key, Edge(e)) for e in self.edges])
144                 for f in self.faces:
145                         for k in f.edge_keys:
146                                 e = self.edges[k]
147                                 e.faces.append(self.faces[f.index])
148                                 f.edges.append(e)
149
150                 self.lines = [Line(e) for e in self.edges.values() if not e.faces]
151
152                 if self.use_auto_smooth:
153                         smooth_limit = math.cos(self.auto_smooth_angle*math.pi/180)
154                 else:
155                         smooth_limit = -1
156
157                 for e in self.edges.values():
158                         e.vertices = [self.vertices[i] for i in e.vertices]
159                         e.check_smooth(smooth_limit)
160
161         def __getattr__(self, attr):
162                 return getattr(self._mesh, attr)
163
164         def splice(self, other):
165                 material_map = []
166                 for m in other.materials:
167                         if m in self.materials:
168                                 material_map.append(self.materials.index(m))
169                         else:
170                                 material_map.append(len(self.materials))
171                                 self.materials.append(m)
172
173                 offset = len(self.vertices)
174                 for v in other.vertices:
175                         v.index += offset
176                         self.vertices.append(v)
177
178                 offset = len(self.faces)
179                 for f in other.faces:
180                         f.index += offset
181                         f.material = material_map[f.material_index]
182                         self.faces.append(f)
183
184                 for e in other.edges.values():
185                         e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
186                         self.edges[e.key] = e
187
188                 self.lines += other.lines
189
190         def flatten_faces(self):
191                 for f in self.faces:
192                         f.use_smooth = False
193
194                 for e in self.edges.values():
195                         e.check_smooth(1)
196
197         def generate_material_uv(self):
198                 self.uv_layers.append(FakeUvLayer("material_tex"))
199                 for f in self.faces:
200                         f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))
201
202         def split_vertices(self, find_group_func, progress, *args):
203                 groups = []
204                 for i in range(len(self.vertices)):
205                         v = self.vertices[i]
206                         for f in v.faces:
207                                 f.flag = False
208
209                         vg = []
210                         for f in v.faces:
211                                 if not f.flag:
212                                         vg.append(find_group_func(v, f, *args))
213
214                         groups.append(vg)
215
216                         if progress:
217                                 progress.set_progress(i*0.5/len(self.vertices))
218
219                 for i in range(len(self.vertices)):
220                         if len(groups[i])==1:
221                                 continue
222
223                         for g in groups[i][1:]:
224                                 v = Vertex(self.vertices[i])
225                                 v.index = len(self.vertices)
226                                 self.vertices.append(v)
227
228                                 for f in g:
229                                         for j in range(len(f.edges)):
230                                                 e = f.edges[j]
231
232                                                 if self.vertices[i] not in e.vertices:
233                                                         continue
234
235                                                 if e.other_face(f) not in g and len(e.faces)>=2:
236                                                         e.faces.remove(f)
237                                                         e = Edge(e)
238                                                         f.edges[j] = e
239                                                         e.faces.append(f)
240                                                 else:
241                                                         del self.edges[e.key]
242
243                                                 e.vertices[e.vertices.index(self.vertices[i])] = v
244
245                                                 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
246                                                 self.edges[e.key] = e
247
248                                         self.vertices[i].faces.remove(f)
249                                         f.vertices[f.vertices.index(self.vertices[i])] = v
250                                         v.faces.append(f)
251
252                         if progress:
253                                 progress.set_progress(0.5+i*0.5/len(self.vertices))
254
255         def split_smooth(self, progress = None):
256                 self.split_vertices(self.find_smooth_group, progress)
257
258         def split_uv(self, index, progress = None):
259                 self.split_vertices(self.find_uv_group, progress, index)
260
261         def find_smooth_group(self, vertex, face):
262                 face.flag = True
263                 queue = [face]
264
265                 for f in queue:
266                         for e in f.edges:
267                                 other = e.other_face(f)
268                                 if other not in vertex.faces:
269                                         continue
270
271                                 if e.smooth:
272                                         if not other.flag:
273                                                 other.flag = True
274                                                 queue.append(other)
275
276                 return queue
277
278         def find_uv_group(self, vertex, face, index):
279                 uv = face.uvs[index][face.vertices.index(vertex)]
280                 face.flag = True
281                 group = [face]
282                 for f in vertex.faces:
283                         if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv:
284                                 f.flag = True
285                                 group.append(f)
286                 return group
287
288         def compute_normals(self):
289                 for v in self.vertices:
290                         if v.faces:
291                                 v.normal = mathutils.Vector()
292                                 for f in v.faces:
293                                         fv = f.pivot_vertices(v)
294                                         edge1 = fv[1].co-fv[0].co
295                                         edge2 = fv[-1].co-fv[0].co
296                                         weight = 1
297                                         if len(f.get_edge(fv[0], fv[1]).faces)==1:
298                                                 weight += 1
299                                         if len(f.get_edge(fv[0], fv[-1]).faces)==1:
300                                                 weight += 1
301                                         v.normal += f.normal*edge1.angle(edge2)*weight
302                                 v.normal.normalize()
303                         else:
304                                 # XXX Should use edges to compute normal
305                                 v.normal = mathutils.Vector(0, 0, 1)
306
307         def compute_uv(self):
308                 for v in self.vertices:
309                         if v.faces:
310                                 f = v.faces[0]
311                                 i = f.vertices.index(v)
312                                 v.uvs = [u[i] for u in f.uvs]
313
314         def compute_tbn(self, index):
315                 if not self.uv_layers:
316                         return
317
318                 for v in self.vertices:
319                         v.tan = mathutils.Vector()
320                         v.bino = mathutils.Vector()
321                         for f in v.faces:
322                                 fv = f.pivot_vertices(v)
323                                 uv0 = fv[0].uvs[index]
324                                 uv1 = fv[1].uvs[index]
325                                 uv2 = fv[-1].uvs[index]
326                                 du1 = uv1[0]-uv0[0]
327                                 du2 = uv2[0]-uv0[0]
328                                 dv1 = uv1[1]-uv0[1]
329                                 dv2 = uv2[1]-uv0[1]
330                                 edge1 = fv[1].co-fv[0].co
331                                 edge2 = fv[-1].co-fv[0].co
332                                 div = (du1*dv2-du2*dv1)
333                                 if div:
334                                         mul = edge1.angle(edge2)/div
335                                         v.tan += (edge1*dv2-edge2*dv1)*mul
336                                         v.bino += (edge2*du1-edge1*du2)*mul
337
338                         if v.tan.length:
339                                 v.tan.normalize()
340                         if v.bino.length:
341                                 v.bino.normalize()
342
343         def create_strip(self, face, max_len):
344                 edge = None
345                 for e in face.edges:
346                         other = e.other_face(face)
347                         if other and not other.flag:
348                                 edge = e
349                                 break
350
351                 if not edge:
352                         return None
353
354                 vertices = face.pivot_vertices(*edge.vertices)
355                 if len(vertices)==3:
356                         result = [vertices[-1], vertices[0]]
357                 else:
358                         result = [vertices[-2], vertices[-1]]
359
360                 while 1:
361                         vertices = face.pivot_vertices(*result[-2:])
362                         k = len(result)%2
363
364                         face.flag = True
365                         if len(vertices)==4 and not k:
366                                 result.append(vertices[3])
367                         result.append(vertices[2])
368                         if len(vertices)==4 and k:
369                                 result.append(vertices[3])
370
371                         if len(result)>=max_len:
372                                 break
373
374                         edge = face.get_edge(*result[-2:])
375
376                         next = edge.other_face(face)
377                         if not next or next.flag:
378                                 break
379                         face = next
380
381                 return result