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Improve smoothing in blender exporter
[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                 else:
45                         self._mvert = mv
46                         self.uvs = []
47                 self.flag = False
48                 self.faces = []
49                 self.tan = None
50                 self.bino = None
51
52         def __getattr__(self, attr):
53                 return getattr(self._mvert, attr)
54
55         def __cmp__(self, other):
56                 if other is None:
57                         return 1
58                 return cmp(self.index, other.index)
59
60
61 class Face:
62         def __init__(self, mf):
63                 self._mface = mf
64                 self.edges = []
65                 self.vertices = mf.vertices[:]
66                 self.uvs = []
67                 self.flag = False
68                 self.material = None
69
70         def __getattr__(self, attr):
71                 return getattr(self._mface, attr)
72
73         def __cmp__(self, other):
74                 if other is None:
75                         return 1
76                 return cmp(self.index, other.index)
77
78         def pivot_vertices(self, *vt):
79                 flags = [(v in vt) for v in self.vertices]
80                 l = len(self.vertices)
81                 for i in range(l):
82                         if flags[i] and not flags[(i+l-1)%l]:
83                                 return self.vertices[i:]+self.vertices[:i]
84
85         def get_edge(self, v1, v2):     
86                 key = make_edge_key(v1.index, v2.index)
87                 for e in self.edges:
88                         if e.key==key:
89                                 return e
90                 raise KeyError("No edge %s"%(key,))
91
92
93 class Line:
94         def __init__(self, e):
95                 self.edge = e
96                 self.vertices = e.vertices[:]
97                 self.flag = False
98
99
100 def uvtex_unit_number(uvtex):
101         dot = uvtex.name.find('.')
102         if dot!=-1 and uvtex.name[dot+1:dot+5]=="unit" and uvtex.name[dot+5:].isdigit():
103                 return int(uvtex.name[dot+5])
104         else:
105                 return 1000
106
107 class Mesh:
108         def __init__(self, m):
109                 self._mesh = m
110
111                 self.vertices = [Vertex(v) for v in self.vertices]
112                 self.faces = [Face(f) for f in self.faces]
113
114                 self.materials = self.materials[:]
115
116                 self.uv_textures = [u for u in self.uv_textures if not u.name.endswith(".hidden")]
117                 self.uv_textures.sort(key=uvtex_unit_number)
118
119                 for f in self.faces:
120                         f.vertices = [self.vertices[i] for i in f.vertices]
121                         for v in f.vertices:
122                                 v.faces.append(f)
123                         for u in self.uv_textures:
124                                 r = u.data[f.index].uv_raw;
125                                 f.uvs.append([(r[i], r[i+1]) for i in range(0, 8, 2)])
126
127                 self.edges = dict([(e.key, Edge(e)) for e in self.edges])
128                 for f in self.faces:
129                         for k in f.edge_keys:
130                                 e = self.edges[k]
131                                 e.faces.append(self.faces[f.index])
132                                 f.edges.append(e)
133
134                 self.lines = [Line(e) for e in self.edges.values() if not e.faces]
135
136                 if self.use_auto_smooth:
137                         smooth_limit = math.cos(self.auto_smooth_angle*math.pi/180)
138                 else:
139                         smooth_limit = -1
140
141                 for e in self.edges.values():
142                         e.vertices = [self.vertices[i] for i in e.vertices]
143                         e.check_smooth(smooth_limit)
144
145         def __getattr__(self, attr):
146                 return getattr(self._mesh, attr)
147
148         def splice(self, other):
149                 material_map = []
150                 for m in other.materials:
151                         if m in self.materials:
152                                 material_map.append(self.materials.index(m))
153                         else:
154                                 material_map.append(len(self.materials))
155                                 self.materials.append(m)
156
157                 offset = len(self.vertices)
158                 for v in other.vertices:
159                         v.index += offset
160                         self.vertices.append(v)
161
162                 offset = len(self.faces)
163                 for f in other.faces:
164                         f.index += offset
165                         f.material = material_map[f.material_index]
166                         self.faces.append(f)
167
168                 for e in other.edges.values():
169                         e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
170                         self.edges[e.key] = e
171
172                 self.lines += other.lines
173
174         def flatten_faces(self):
175                 for f in self.faces:
176                         f.use_smooth = False
177
178                 for e in self.edges.values():
179                         e.check_smooth(1)
180
181         def generate_material_uv(self):
182                 for f in self.faces:
183                         f.uv = ([(f.material_index+0.5)/len(self.materials), 0.5],)*len(f.vertices)
184                 self.has_uv = True
185
186         def split_vertices(self, find_group_func, progress, *args):
187                 groups = []
188                 for i in range(len(self.vertices)):
189                         v = self.vertices[i]
190                         for f in v.faces:
191                                 f.flag = False
192
193                         vg = []
194                         for f in v.faces:
195                                 if not f.flag:
196                                         vg.append(find_group_func(v, f, *args))
197
198                         groups.append(vg)
199
200                         if progress:
201                                 progress.set_progress(i*0.5/len(self.vertices))
202
203                 for i in range(len(self.vertices)):
204                         if len(groups[i])==1:
205                                 continue
206
207                         for g in groups[i][1:]:
208                                 v = Vertex(self.vertices[i])
209                                 v.index = len(self.vertices)
210                                 self.vertices.append(v)
211
212                                 for f in g:
213                                         for j in range(len(f.edges)):
214                                                 e = f.edges[j]
215
216                                                 if self.vertices[i] not in e.vertices:
217                                                         continue
218
219                                                 if e.other_face(f) not in g and len(e.faces)>=2:
220                                                         e.faces.remove(f)
221                                                         e = Edge(e)
222                                                         f.edges[j] = e
223                                                         e.faces.append(f)
224                                                 else:
225                                                         del self.edges[e.key]
226
227                                                 e.vertices[e.vertices.index(self.vertices[i])] = v
228
229                                                 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
230                                                 self.edges[e.key] = e
231
232                                         self.vertices[i].faces.remove(f)
233                                         f.vertices[f.vertices.index(self.vertices[i])] = v
234                                         v.faces.append(f)
235
236                         if progress:
237                                 progress.set_progress(0.5+i*0.5/len(self.vertices))
238
239         def split_smooth(self, progress = None):
240                 self.split_vertices(self.find_smooth_group, progress)
241
242         def split_uv(self, index, progress = None):
243                 self.split_vertices(self.find_uv_group, progress, index)
244
245         def find_smooth_group(self, vertex, face):
246                 face.flag = True
247                 queue = [face]
248
249                 for f in queue:
250                         for e in f.edges:
251                                 other = e.other_face(f)
252                                 if other not in vertex.faces:
253                                         continue
254
255                                 if e.smooth:
256                                         if not other.flag:
257                                                 other.flag = True
258                                                 queue.append(other)
259
260                 return queue
261
262         def find_uv_group(self, vertex, face, index):
263                 uv = face.uvs[index][face.vertices.index(vertex)]
264                 face.flag = True
265                 group = [face]
266                 for f in vertex.faces:
267                         if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv:
268                                 f.flag = True
269                                 group.append(f)
270                 return group
271
272         def compute_normals(self):
273                 for v in self.vertices:
274                         if v.faces:
275                                 v.normal = mathutils.Vector()
276                                 for f in v.faces:
277                                         fv = f.pivot_vertices(v)
278                                         edge1 = fv[1].co-fv[0].co
279                                         edge2 = fv[-1].co-fv[0].co
280                                         weight = 1
281                                         if len(f.get_edge(fv[0], fv[1]).faces)==1:
282                                                 weight += 1
283                                         if len(f.get_edge(fv[0], fv[-1]).faces)==1:
284                                                 weight += 1
285                                         v.normal += f.normal*edge1.angle(edge2)*weight
286                                 v.normal.normalize()
287                         else:
288                                 # XXX Should use edges to compute normal
289                                 v.normal = mathutils.Vector(0, 0, 1)
290
291         def compute_uv(self):
292                 for v in self.vertices:
293                         if v.faces:
294                                 f = v.faces[0]
295                                 i = f.vertices.index(v)
296                                 v.uvs = [u[i] for u in f.uvs]
297
298         def compute_tbn(self, uvtex):
299                 if not self.uv_textures:
300                         return
301
302                 uvtex_names = [u.name for u in self.uv_textures]
303                 if uvtex in uvtex_names:
304                         uvtex_index = uvtex_names.index(uvtex)
305                 else:
306                         uvtex_index = 0
307
308                 for v in self.vertices:
309                         v.tan = mathutils.Vector()
310                         v.bino = mathutils.Vector()
311                         for f in v.faces:
312                                 fv = f.pivot_vertices(v)
313                                 uv0 = fv[0].uvs[uvtex_index]
314                                 uv1 = fv[1].uvs[uvtex_index]
315                                 uv2 = fv[-1].uvs[uvtex_index]
316                                 du1 = uv1[0]-uv0[0]
317                                 du2 = uv2[0]-uv0[0]
318                                 dv1 = uv1[1]-uv0[1]
319                                 dv2 = uv2[1]-uv0[1]
320                                 edge1 = fv[1].co-fv[0].co
321                                 edge2 = fv[-1].co-fv[0].co
322                                 div = (du1*dv2-du2*dv1)
323                                 if div:
324                                         mul = edge1.angle(edge2)/div
325                                         v.tan += (edge1*dv2-edge2*dv1)*mul
326                                         v.bino += (edge2*du1-edge1*du2)*mul
327
328                         if v.tan.length:
329                                 v.tan.normalize()
330                         if v.bino.length:
331                                 v.bino.normalize()
332
333         def create_strip(self, face, max_len):
334                 edge = None
335                 for e in face.edges:
336                         other = e.other_face(face)
337                         if other and not other.flag:
338                                 edge = e
339                                 break
340
341                 if not edge:
342                         return None
343
344                 vertices = face.pivot_vertices(*edge.vertices)
345                 if len(vertices)==3:
346                         result = [vertices[-1], vertices[0]]
347                 else:
348                         result = [vertices[-2], vertices[-1]]
349
350                 while 1:
351                         vertices = face.pivot_vertices(*result[-2:])
352                         k = len(result)%2
353
354                         face.flag = True
355                         if len(vertices)==4 and not k:
356                                 result.append(vertices[3])
357                         result.append(vertices[2])
358                         if len(vertices)==4 and k:
359                                 result.append(vertices[3])
360
361                         if len(result)>=max_len:
362                                 break
363
364                         edge = face.get_edge(*result[-2:])
365
366                         next = edge.other_face(face)
367                         if not next or next.flag:
368                                 break
369                         face = next
370
371                 return result