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Adjust material export and material-based texcoord generation for Blender 2.6
[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 FakeUvTex:
103         def __init__(self, n):
104                 self.name = n
105
106 def uvtex_unit_number(uvtex):
107         dot = uvtex.name.find('.')
108         if dot!=-1 and uvtex.name[dot+1:dot+5]=="unit" and uvtex.name[dot+5:].isdigit():
109                 return int(uvtex.name[dot+5])
110         else:
111                 return 1000
112
113 class Mesh:
114         def __init__(self, m):
115                 self._mesh = m
116
117                 self.vertices = [Vertex(v) for v in self.vertices]
118                 self.faces = [Face(f) for f in self.faces]
119
120                 self.materials = self.materials[:]
121
122                 self.uv_textures = [u for u in self.uv_textures if not u.name.endswith(".hidden")]
123                 self.uv_textures.sort(key=uvtex_unit_number)
124
125                 for f in self.faces:
126                         f.vertices = [self.vertices[i] for i in f.vertices]
127                         for v in f.vertices:
128                                 v.faces.append(f)
129                         for u in self.uv_textures:
130                                 r = u.data[f.index].uv_raw;
131                                 f.uvs.append([(r[i], r[i+1]) for i in range(0, 8, 2)])
132
133                 self.edges = dict([(e.key, Edge(e)) for e in self.edges])
134                 for f in self.faces:
135                         for k in f.edge_keys:
136                                 e = self.edges[k]
137                                 e.faces.append(self.faces[f.index])
138                                 f.edges.append(e)
139
140                 self.lines = [Line(e) for e in self.edges.values() if not e.faces]
141
142                 if self.use_auto_smooth:
143                         smooth_limit = math.cos(self.auto_smooth_angle*math.pi/180)
144                 else:
145                         smooth_limit = -1
146
147                 for e in self.edges.values():
148                         e.vertices = [self.vertices[i] for i in e.vertices]
149                         e.check_smooth(smooth_limit)
150
151         def __getattr__(self, attr):
152                 return getattr(self._mesh, attr)
153
154         def splice(self, other):
155                 material_map = []
156                 for m in other.materials:
157                         if m in self.materials:
158                                 material_map.append(self.materials.index(m))
159                         else:
160                                 material_map.append(len(self.materials))
161                                 self.materials.append(m)
162
163                 offset = len(self.vertices)
164                 for v in other.vertices:
165                         v.index += offset
166                         self.vertices.append(v)
167
168                 offset = len(self.faces)
169                 for f in other.faces:
170                         f.index += offset
171                         f.material = material_map[f.material_index]
172                         self.faces.append(f)
173
174                 for e in other.edges.values():
175                         e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
176                         self.edges[e.key] = e
177
178                 self.lines += other.lines
179
180         def flatten_faces(self):
181                 for f in self.faces:
182                         f.use_smooth = False
183
184                 for e in self.edges.values():
185                         e.check_smooth(1)
186
187         def generate_material_uv(self):
188                 self.uv_textures.append(FakeUvTex("material_tex"))
189                 for f in self.faces:
190                         f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))
191
192         def split_vertices(self, find_group_func, progress, *args):
193                 groups = []
194                 for i in range(len(self.vertices)):
195                         v = self.vertices[i]
196                         for f in v.faces:
197                                 f.flag = False
198
199                         vg = []
200                         for f in v.faces:
201                                 if not f.flag:
202                                         vg.append(find_group_func(v, f, *args))
203
204                         groups.append(vg)
205
206                         if progress:
207                                 progress.set_progress(i*0.5/len(self.vertices))
208
209                 for i in range(len(self.vertices)):
210                         if len(groups[i])==1:
211                                 continue
212
213                         for g in groups[i][1:]:
214                                 v = Vertex(self.vertices[i])
215                                 v.index = len(self.vertices)
216                                 self.vertices.append(v)
217
218                                 for f in g:
219                                         for j in range(len(f.edges)):
220                                                 e = f.edges[j]
221
222                                                 if self.vertices[i] not in e.vertices:
223                                                         continue
224
225                                                 if e.other_face(f) not in g and len(e.faces)>=2:
226                                                         e.faces.remove(f)
227                                                         e = Edge(e)
228                                                         f.edges[j] = e
229                                                         e.faces.append(f)
230                                                 else:
231                                                         del self.edges[e.key]
232
233                                                 e.vertices[e.vertices.index(self.vertices[i])] = v
234
235                                                 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
236                                                 self.edges[e.key] = e
237
238                                         self.vertices[i].faces.remove(f)
239                                         f.vertices[f.vertices.index(self.vertices[i])] = v
240                                         v.faces.append(f)
241
242                         if progress:
243                                 progress.set_progress(0.5+i*0.5/len(self.vertices))
244
245         def split_smooth(self, progress = None):
246                 self.split_vertices(self.find_smooth_group, progress)
247
248         def split_uv(self, index, progress = None):
249                 self.split_vertices(self.find_uv_group, progress, index)
250
251         def find_smooth_group(self, vertex, face):
252                 face.flag = True
253                 queue = [face]
254
255                 for f in queue:
256                         for e in f.edges:
257                                 other = e.other_face(f)
258                                 if other not in vertex.faces:
259                                         continue
260
261                                 if e.smooth:
262                                         if not other.flag:
263                                                 other.flag = True
264                                                 queue.append(other)
265
266                 return queue
267
268         def find_uv_group(self, vertex, face, index):
269                 uv = face.uvs[index][face.vertices.index(vertex)]
270                 face.flag = True
271                 group = [face]
272                 for f in vertex.faces:
273                         if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv:
274                                 f.flag = True
275                                 group.append(f)
276                 return group
277
278         def compute_normals(self):
279                 for v in self.vertices:
280                         if v.faces:
281                                 v.normal = mathutils.Vector()
282                                 for f in v.faces:
283                                         fv = f.pivot_vertices(v)
284                                         edge1 = fv[1].co-fv[0].co
285                                         edge2 = fv[-1].co-fv[0].co
286                                         weight = 1
287                                         if len(f.get_edge(fv[0], fv[1]).faces)==1:
288                                                 weight += 1
289                                         if len(f.get_edge(fv[0], fv[-1]).faces)==1:
290                                                 weight += 1
291                                         v.normal += f.normal*edge1.angle(edge2)*weight
292                                 v.normal.normalize()
293                         else:
294                                 # XXX Should use edges to compute normal
295                                 v.normal = mathutils.Vector(0, 0, 1)
296
297         def compute_uv(self):
298                 for v in self.vertices:
299                         if v.faces:
300                                 f = v.faces[0]
301                                 i = f.vertices.index(v)
302                                 v.uvs = [u[i] for u in f.uvs]
303
304         def compute_tbn(self, index):
305                 if not self.uv_textures:
306                         return
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[index]
314                                 uv1 = fv[1].uvs[index]
315                                 uv2 = fv[-1].uvs[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