]> git.tdb.fi Git - libs/gl.git/blob - blender/io_mspgl/mesh.py
Add an option to automatically detect if tangents need to be exported
[libs/gl.git] / blender / io_mspgl / mesh.py
1 import bpy
2 import math
3 import mathutils
4 import itertools
5
6 def make_edge_key(i1, i2):
7         return (min(i1, i2), max(i1, i2))
8
9 class Edge:
10         def __init__(self, edge):
11                 if edge.__class__==Edge:
12                         self.smooth = edge.smooth
13                 else:
14                         self.smooth = False
15                 if edge:
16                         self.vertices = edge.vertices[:]
17                         self.key = edge.key
18                 else:
19                         self.vertices = []
20                         self.key = None
21                 self.faces = []
22
23         def check_smooth(self, limit):
24                 if len(self.faces)!=2:
25                         return
26
27                 d = self.faces[0].normal.dot(self.faces[1].normal)
28                 self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
29
30         def other_face(self, f):
31                 if f.index==self.faces[0].index:
32                         if len(self.faces)>=2:
33                                 return self.faces[1]
34                         else:
35                                 return None
36                 else:
37                         return self.faces[0]
38
39         def other_vertex(self, v):
40                 if v.index==self.vertices[0].index:
41                         return self.vertices[1]
42                 else:
43                         return self.vertices[0]
44
45
46 class Vertex:
47         def __init__(self, vertex):
48                 if vertex.__class__==Vertex:
49                         self.uvs = vertex.uvs[:]
50                         self.tan = vertex.tan
51                 else:
52                         self.uvs = []
53                         self.tan = None
54                 self.index = vertex.index
55                 self.co = mathutils.Vector(vertex.co)
56                 self.normal = mathutils.Vector(vertex.normal)
57                 self.color = None
58                 self.flag = False
59                 self.edges = []
60                 self.faces = []
61                 self.groups = vertex.groups[:]
62
63         def __cmp__(self, other):
64                 if other is None:
65                         return 1
66                 return cmp(self.index, other.index)
67
68
69 class VertexGroup:
70         def __init__(self, group):
71                 if group:
72                         self.group = group.group
73                         self.weight = group.weight
74                 else:
75                         self.group = 0
76                         self.weight = 0.0
77
78
79 class Face:
80         def __init__(self, face):
81                 self.index = face.index
82                 self.edges = []
83                 self.edge_keys = face.edge_keys
84                 self.vertices = face.vertices[:]
85                 self.loop_indices = face.loop_indices
86                 self.normal = face.normal
87                 self.use_smooth = face.use_smooth
88                 self.material_index = face.material_index
89                 self.flag = False
90
91         def __cmp__(self, other):
92                 if other is None:
93                         return 1
94                 return cmp(self.index, other.index)
95
96         def pivot_vertex(self, v):
97                 n = self.vertices.index(v)
98                 return [(n+i)%len(self.vertices) for i in range(len(self.vertices))]
99
100         def get_loop_index(self, v):
101                 return self.loop_indices[self.vertices.index(v)]
102
103         def get_edge(self, v1, v2):
104                 key = make_edge_key(v1.index, v2.index)
105                 for e in self.edges:
106                         if e.key==key:
107                                 return e
108                 raise KeyError("No edge %s"%(key,))
109
110         def other_edge(self, e, v):
111                 for d in self.edges:
112                         if d!=e and v in d.vertices:
113                                 return d
114
115         def get_neighbors(self):
116                 neighbors = [e.other_face(self) for e in self.edges]
117                 return list(filter(bool, neighbors))
118
119
120 class Line:
121         def __init__(self, e):
122                 self.edge = e
123                 self.vertices = e.vertices[:]
124                 self.flag = False
125
126
127 class UvLayer:
128         def __init__(self, arg):
129                 if type(arg)==str:
130                         self.name = arg
131                         self.uvs = []
132                 else:
133                         self.name = arg.name
134                         self.uvs = [mathutils.Vector(d.uv) for d in arg.data]
135
136                 self.unit = None
137                 self.hidden = False
138
139                 dot = self.name.find('.')
140                 if dot>=0:
141                         ext = self.name[dot:]
142                         if ext.startswith(".unit") and ext[5:].isdigit():
143                                 self.unit = int(ext[5:])
144                         elif ext==".hidden":
145                                 self.hidden = True
146
147
148 class ColorLayer:
149         def __init__(self, l):
150                 self.name = l.name
151                 self.colors = [c.color[:] for c in l.data]
152
153
154 class Mesh:
155         def __init__(self, mesh):
156                 self.name = mesh.name
157
158                 self.winding_test = mesh.winding_test
159                 self.smoothing = mesh.smoothing
160                 self.use_uv = mesh.use_uv
161                 self.tangent_uvtex = mesh.tangent_uvtex
162                 self.vertex_groups = mesh.vertex_groups
163
164                 # Clone basic data
165                 self.vertices = [Vertex(v) for v in mesh.vertices]
166                 if self.vertex_groups:
167                         for v in self.vertices:
168                                 v.groups = [VertexGroup(g) for g in v.groups]
169
170                 self.faces = [Face(f) for f in mesh.polygons]
171                 self.edges = [Edge(e) for e in mesh.edges]
172                 self.loops = mesh.loops[:]
173                 self.materials = mesh.materials[:]
174
175                 self.use_auto_smooth = mesh.use_auto_smooth
176                 self.auto_smooth_angle = mesh.auto_smooth_angle
177                 self.max_groups_per_vertex = mesh.max_groups_per_vertex
178
179                 # Clone only the desired UV layers
180                 if mesh.use_uv=='NONE' or not mesh.uv_layers:
181                         self.uv_layers = []
182                 else:
183                         self.uv_layers = [UvLayer(u) for u in mesh.uv_layers]
184
185                         # Assign texture unit numbers to UV layers that lack one
186                         missing_unit = [u for u in self.uv_layers if u.unit is None]
187                         if missing_unit:
188                                 missing_unit = sorted(missing_unit, key=(lambda u: u.name))
189                                 used_units = [u.unit for u in self.uv_layers if u.unit is not None]
190                                 for u, n in zip(missing_unit, (i for i in itertools.count() if i not in used_units)):
191                                         u.unit = n
192
193                         self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
194
195                         if mesh.use_uv=='UNIT0':
196                                 self.uv_layers = [self.uv_layers[0]]
197                                 if self.uv_layers[0].unit!=0:
198                                         self.uv_layers = []
199
200                 self.colors = None
201                 if mesh.vertex_colors:
202                         self.colors = ColorLayer(mesh.vertex_colors[0])
203
204                 # Rewrite links between elements to point to cloned data, or create links
205                 # where they don't exist
206                 edge_map = {e.key: e for e in self.edges}
207                 for f in self.faces:
208                         if len(f.vertices)>4:
209                                 raise ValueError("Ngons are not supported")
210
211                         f.vertices = [self.vertices[i] for i in f.vertices]
212                         for v in f.vertices:
213                                 v.faces.append(f)
214
215                         for k in f.edge_keys:
216                                 e = edge_map[k]
217                                 e.faces.append(f)
218                                 f.edges.append(e)
219
220                 for e in self.edges:
221                         e.vertices = [self.vertices[i] for i in e.vertices]
222                         for v in e.vertices:
223                                 v.edges.append(e)
224
225                 # Store loose edges as lines
226                 if mesh.use_lines:
227                         self.lines = [Line(e) for e in self.edges if not e.faces]
228                 else:
229                         self.lines = []
230
231                 # Check if tangent vectors are needed
232                 if mesh.tangent_vecs=='NO':
233                         self.tangent_vecs = False
234                 elif mesh.tangent_vecs=='YES':
235                         self.tangent_vecs = True
236                 elif mesh.tangent_vecs=='AUTO':
237                         from .material import Material
238                         self.tangent_vecs = False
239                         for m in self.materials:
240                                 mat = Material(m)
241                                 if mat.type=="pbr":
242                                         normal_prop = next((p for p in mat.properties if p.tex_keyword=="normal_map"), None)
243                                         if normal_prop and normal_prop.texture:
244                                                 self.tangent_vecs = True
245
246                 self.vertex_sequence = []
247
248         def transform(self, matrix):
249                 for v in self.vertices:
250                         v.co = matrix@v.co
251
252         def splice(self, other):
253                 if len(self.uv_layers)!=len(other.uv_layers):
254                         raise ValueError("Meshes have incompatible UV layers")
255                 for i, u in enumerate(self.uv_layers):
256                         if u.name!=other.uv_layers[i].name:
257                                 raise ValueError("Meshes have incompatible UV layers")
258
259                 # Merge materials and form a lookup from source material indices to the
260                 # merged material list
261                 material_atlas = []
262                 for m in other.materials:
263                         if m in self.materials:
264                                 material_atlas.append(self.materials.index(m))
265                         else:
266                                 material_atlas.append(len(self.materials))
267                                 self.materials.append(m)
268
269                 # Append data and adjust indices where necessary.  Since the data is
270                 # spliced from the source mesh, rebuilding references is not necessary.
271                 for i, u in enumerate(self.uv_layers):
272                         u.uvs += other.uv_layers[i].uvs
273
274                 if self.colors:
275                         if other.colors:
276                                 self.colors.colors += other.colors.colors
277                         else:
278                                 self.colors.colors += [(1.0, 1.0, 1.0, 1.0)]*len(other.loops)
279                 elif other.colors:
280                         self.colors = ColorLayer(other.colors.name)
281                         self.colors.colors = [(1.0, 1.0, 1.0, 1.0)]*len(self.loops)+other.colors.colors
282
283                 offset = len(self.vertices)
284                 self.vertices += other.vertices
285                 for v in self.vertices[offset:]:
286                         v.index += offset
287
288                 loop_offset = len(self.loops)
289                 self.loops += other.loops
290
291                 offset = len(self.faces)
292                 self.faces += other.faces
293                 for f in self.faces[offset:]:
294                         f.index += offset
295                         f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
296                         if other.materials:
297                                 f.material_index = material_atlas[f.material_index]
298
299                 offset = len(self.edges)
300                 self.edges += other.edges
301                 for e in self.edges[offset:]:
302                         e.index += offset
303                         e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
304
305                 self.lines += other.lines
306
307         def prepare_triangles(self, progress):
308                 face_count = len(self.faces)
309                 for i in range(face_count):
310                         f = self.faces[i]
311                         nverts = len(f.vertices)
312                         if nverts==3:
313                                 continue
314
315                         # Calculate normals at each vertex of the face
316                         edge_vecs = []
317                         for j in range(nverts):
318                                 edge_vecs.append(f.vertices[(j+1)%nverts].co-f.vertices[j].co)
319
320                         normals = []
321                         for j in range(nverts):
322                                 normals.append(edge_vecs[j-1].cross(edge_vecs[j]).normalized())
323
324                         # Check which diagonal results in a flatter triangulation
325                         flatness1 = normals[0].dot(normals[2])
326                         flatness2 = normals[1].dot(normals[3])
327                         cut_index = 1 if flatness1>flatness2 else 0
328
329                         nf = Face(f)
330                         nf.index = len(self.faces)
331                         self.faces.append(nf)
332
333                         ne = Edge(None)
334                         ne.index = len(self.edges)
335                         self.edges.append(ne)
336
337                         nf.vertices = [f.vertices[cut_index], f.vertices[2], f.vertices[3]]
338                         nf.loop_indices = [f.loop_indices[cut_index], f.loop_indices[2], f.loop_indices[3]]
339                         for v in nf.vertices:
340                                 v.faces.append(nf)
341
342                         ne.vertices = [f.vertices[cut_index], f.vertices[2+cut_index]]
343                         for v in ne.vertices:
344                                 v.edges.append(ne)
345                         ne.key = make_edge_key(ne.vertices[0].index, ne.vertices[1].index)
346                         ne.smooth = True
347
348                         f.vertices[3-cut_index].faces.remove(f)
349                         del f.vertices[3-cut_index]
350                         f.loop_indices = [f.loop_indices[0], f.loop_indices[1], f.loop_indices[2+cut_index]]
351
352                         ne.faces = [f, nf]
353                         if cut_index==0:
354                                 nf.edges = [ne, f.edges[2], f.edges[3]]
355                                 f.edges = [f.edges[0], f.edges[1], ne]
356                         else:
357                                 nf.edges = [f.edges[1], f.edges[2], ne]
358                                 f.edges = [f.edges[0], ne, f.edges[3]]
359                         for e in nf.edges:
360                                 if e!=ne:
361                                         e.faces.remove(f)
362                                         e.faces.append(nf)
363
364                         f.normal = normals[1-cut_index]
365                         nf.normal = normals[3-cut_index]
366
367                         progress.set_progress(i/face_count)
368
369         def prepare_smoothing(self, progress):
370                 smooth_limit = -1
371                 if self.smoothing=='NONE':
372                         for f in self.faces:
373                                 f.use_smooth = False
374
375                         smooth_limit = 1
376                 elif self.use_auto_smooth:
377                         smooth_limit = math.cos(self.auto_smooth_angle)
378
379                 for e in self.edges:
380                         e.check_smooth(smooth_limit)
381
382                 progress.push_task("Sharp edges", 0.0, 0.7)
383                 self.split_vertices(self.find_smooth_group, progress)
384
385                 if self.smoothing!='BLENDER':
386                         progress.set_task("Updating normals", 0.7, 1.0)
387                         self.compute_normals(progress)
388
389                 progress.pop_task()
390
391         def prepare_vertex_groups(self, obj):
392                 if not self.vertex_groups:
393                         return
394
395                 for v in self.vertices:
396                         if v.groups:
397                                 weight_sum = sum(g.weight for g in v.groups)
398                                 v.groups = sorted(v.groups, key=(lambda g: g.weight), reverse=True)[:self.max_groups_per_vertex]
399                                 weight_scale = weight_sum/sum(g.weight for g in v.groups)
400                                 for g in v.groups:
401                                         g.weight *= weight_scale
402                         while len(v.groups)<self.max_groups_per_vertex:
403                                 v.groups.append(VertexGroup(None))
404
405                 if obj.parent and obj.parent.type=="ARMATURE":
406                         armature = obj.parent.data
407                         bone_indices = {b.name: i for i, b in enumerate(armature.bones)}
408                         group_index_map = {i: i for i in range(len(obj.vertex_groups))}
409                         for g in first_obj.vertex_groups:
410                                 if g.name in bone_indices:
411                                         group_index_map[g.index] = bone_indices[g.name]
412
413                         for v in self.vertices:
414                                 for g in v.groups:
415                                         g.group = group_index_map[g.group]
416
417         def apply_material_atlas(self, material_atlas):
418                 for m in self.materials:
419                         if m.name not in material_atlas.material_names:
420                                 raise Exception("Material atlas is not compatible with Mesh")
421
422                 if self.use_uv=='NONE':
423                         return
424
425                 layer = UvLayer("material_atlas")
426                 if self.use_uv=='UNIT0':
427                         self.uv_layers = [layer]
428                         layer.unit = 0
429                 else:
430                         self.uv_layers.append(layer)
431                         used_units = [u.unit for u in self.uv_layers]
432                         layer.unit = next(i for i in itertools.count() if i not in used_units)
433                         self.uv_layers.sort(key=lambda u: u.unit)
434
435                 layer.uvs = [(0.0, 0.0)]*len(self.loops)
436                 for f in self.faces:
437                         uv = material_atlas.get_material_uv(self.materials[f.material_index])
438                         for i in f.loop_indices:
439                                 layer.uvs[i] = uv
440
441         def prepare_uv(self, progress):
442                 # Form a list of UV layers referenced by materials with the array atlas
443                 # property set
444                 array_uv_layers = [] #[t.uv_layer for m in self.materials if m.array_atlas for t in m.texture_slots if t and t.texture_coords=='UV']
445                 array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
446
447                 if array_uv_layers:
448                         for f in self.faces:
449                                 layer = 0
450                                 if f.material_index<len(self.materials):
451                                         mat = self.materials[f.material_index]
452                                         if mat and mat.array_atlas:
453                                                 layer = mat.array_layer
454
455                                 for l in array_uv_layers:
456                                         for i in f.loop_indices:
457                                                 l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
458
459                 prog_count = len(self.uv_layers)
460                 prog_step = 0
461
462                 # Split by the UV layer used for tangent vectors first so connectivity
463                 # remains intact for tangent vector computation
464                 tangent_layer_index = -1
465                 if self.tangent_vecs:
466                         if self.tangent_uvtex:
467                                 uv_names = [u.name for u in self.uv_layers]
468                                 if self.tangent_uvtex in uv_names:
469                                         tangent_layer_index = uv_names.index(self.tangent_uvtex)
470                         elif self.uv_layers[0].unit==0:
471                                 tangent_layer_index = 0
472
473                         if tangent_layer_index>=0:
474                                 prog_count += 1
475                                 progress.push_task_slice("Computing tangents", 0, prog_count)
476                                 self.split_vertices(self.find_uv_group, progress, tangent_layer_index)
477                                 progress.set_task_slice(self.tangent_uvtex, 1, prog_count)
478                                 self.compute_tangents(tangent_layer_index, progress)
479                                 progress.pop_task()
480                                 prog_step = 2
481                         else:
482                                 raise Exception("Tangent UV layer not found")
483
484                 # Split by the remaining UV layers
485                 for i, u in enumerate(self.uv_layers):
486                         if i==tangent_layer_index:
487                                 continue
488
489                         progress.push_task_slice(u.name, prog_step, prog_count)
490                         self.split_vertices(self.find_uv_group, progress, i)
491                         progress.pop_task()
492                         prog_step += 1
493
494                 # Copy UVs from layers to vertices
495                 for v in self.vertices:
496                         if v.faces:
497                                 # All faces still connected to the vertex have the same UV value
498                                 f = v.faces[0]
499                                 i = f.get_loop_index(v)
500                                 v.uvs = [u.uvs[i] for u in self.uv_layers]
501                         else:
502                                 v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
503
504         def prepare_colors(self, progress):
505                 if not self.colors:
506                         return
507
508                 self.split_vertices(self.find_color_group, progress)
509
510                 for v in self.vertices:
511                         if v.faces:
512                                 f = v.faces[0]
513                                 v.color = self.colors.colors[f.get_loop_index(v)]
514                         else:
515                                 v.color = (1.0, 1.0, 1.0, 1.0)
516
517         def split_vertices(self, find_group_func, progress, *args):
518                 vertex_count = len(self.vertices)
519                 for i in range(vertex_count):
520                         v = self.vertices[i]
521                         for f in v.faces:
522                                 f.flag = False
523
524                         # Find all groups of faces on this vertex
525                         groups = []
526                         for f in v.faces:
527                                 if not f.flag:
528                                         groups.append(find_group_func(v, f, *args))
529
530                         # Give groups after the first separate copies of the vertex
531                         for g in groups[1:]:
532                                 nv = Vertex(v)
533                                 nv.index = len(self.vertices)
534                                 self.vertices.append(nv)
535
536                                 for e in v.edges:
537                                         e_faces_in_g = [f for f in e.faces if f in g]
538                                         if not e_faces_in_g:
539                                                 continue
540
541                                         if len(e_faces_in_g)<len(e.faces):
542                                                 # Create a copy of an edge at the boundary of the group
543                                                 ne = Edge(e)
544                                                 ne.index = len(self.edges)
545                                                 self.edges.append(ne)
546
547                                                 ne.other_vertex(v).edges.append(ne)
548
549                                                 for f in e_faces_in_g:
550                                                         e.faces.remove(f)
551                                                         f.edges[f.edges.index(e)] = ne
552                                                         ne.faces.append(f)
553
554                                                 e = ne
555
556                                         e.vertices[e.vertices.index(v)] = nv
557                                         nv.edges.append(e)
558
559                                         e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
560
561                                 # Filter out any edges that were removed from the original vertex
562                                 v.edges = [e for e in v.edges if v in e.vertices]
563
564                                 for f in g:
565                                         v.faces.remove(f)
566                                         f.vertices[f.vertices.index(v)] = nv
567                                         nv.faces.append(f)
568
569                         progress.set_progress(i/vertex_count)
570
571         def find_smooth_group(self, vertex, face):
572                 face.flag = True
573
574                 edges = [e for e in face.edges if vertex in e.vertices]
575
576                 group = [face]
577                 for e in edges:
578                         f = face
579                         while e.smooth:
580                                 f = e.other_face(f)
581                                 if not f or f.flag:
582                                         break
583
584                                 f.flag = True
585                                 group.append(f)
586                                 e = f.other_edge(e, vertex)
587
588                 return group
589
590         def find_uv_group(self, vertex, face, index):
591                 layer = self.uv_layers[index]
592                 uv = layer.uvs[face.get_loop_index(vertex)]
593                 face.flag = True
594
595                 group = [face]
596                 for f in vertex.faces:
597                         if not f.flag and layer.uvs[f.get_loop_index(vertex)]==uv:
598                                 f.flag = True
599                                 group.append(f)
600
601                 return group
602
603         def find_color_group(self, vertex, face):
604                 color = self.colors.colors[face.get_loop_index(vertex)]
605                 face.flag = True
606
607                 group = [face]
608                 for f in vertex.faces:
609                         if not f.flag and self.colors.colors[f.get_loop_index(vertex)]==color:
610                                 f.flag = True
611                                 group.append(f)
612
613                 return group
614
615         def compute_normals(self, progress):
616                 for i, v in enumerate(self.vertices):
617                         v.normal = mathutils.Vector()
618                         for f in v.faces:
619                                 vi = f.pivot_vertex(v)
620                                 edge1 = f.vertices[vi[1]].co-v.co
621                                 edge2 = f.vertices[vi[-1]].co-v.co
622                                 if edge1.length and edge2.length:
623                                         # Use the angle between edges as a weighting factor.  This gives
624                                         # more consistent normals on bends with an inequal number of
625                                         # faces on each side.
626                                         v.normal += f.normal*edge1.angle(edge2)
627
628                         if v.normal.length:
629                                 v.normal.normalize()
630                         else:
631                                 v.normal = mathutils.Vector((0, 0, 1))
632
633                         progress.set_progress(i/len(self.vertices))
634
635         def compute_tangents(self, index, progress):
636                 layer_uvs = self.uv_layers[index].uvs
637
638                 for i, v in enumerate(self.vertices):
639                         v.tan = mathutils.Vector()
640                         for f in v.faces:
641                                 vi = f.pivot_vertex(v)
642                                 uv0 = layer_uvs[f.loop_indices[vi[0]]]
643                                 uv1 = layer_uvs[f.loop_indices[vi[1]]]
644                                 uv2 = layer_uvs[f.loop_indices[vi[-1]]]
645                                 du1 = uv1[0]-uv0[0]
646                                 du2 = uv2[0]-uv0[0]
647                                 dv1 = uv1[1]-uv0[1]
648                                 dv2 = uv2[1]-uv0[1]
649                                 edge1 = f.vertices[vi[1]].co-f.vertices[vi[0]].co
650                                 edge2 = f.vertices[vi[-1]].co-f.vertices[vi[0]].co
651                                 div = (du1*dv2-du2*dv1)
652                                 if div:
653                                         mul = edge1.angle(edge2)/div
654                                         v.tan += (edge1*dv2-edge2*dv1)*mul
655
656                         if v.tan.length:
657                                 v.tan.normalize()
658
659                         progress.set_progress(i/len(self.vertices))
660
661         def prepare_sequence(self, progress):
662                 progress.push_task("Reordering faces", 0.0, 0.5)
663                 self.reorder_faces(progress)
664
665                 progress.set_task("Building sequence", 0.5, 1.0)
666                 sequence = None
667                 for i, f in enumerate(self.faces):
668                         if sequence:
669                                 if len(sequence)==3:
670                                         # Rotate the first three vertices so that the new face can be added
671                                         if sequence[0] in f.vertices and sequence[1] not in f.vertices:
672                                                 sequence.append(sequence[0])
673                                                 del sequence[0]
674                                         elif sequence[2] not in f.vertices and sequence[1] in f.vertices:
675                                                 sequence.insert(0, sequence[-1])
676                                                 del sequence[-1]
677
678                                 if sequence[-1] not in f.vertices:
679                                         sequence = None
680                                 else:
681                                         to_add = [v for v in f.vertices if v!=sequence[-1] and v!=sequence[-2]]
682                                         if len(to_add)==2:
683                                                 if (f.vertices[1]==sequence[-1]) != (len(sequence)%2==1):
684                                                         to_add.reverse()
685                                                 sequence.append(sequence[-1])
686                                         sequence += to_add
687
688                         if not sequence:
689                                 sequence = f.vertices[:]
690                                 self.vertex_sequence.append(sequence)
691
692                         progress.set_progress(i/len(self.faces))
693
694                 progress.pop_task()
695
696                 self.reorder_vertices()
697
698         def reorder_faces(self, progress):
699                 # Tom Forsyth's vertex cache optimization algorithm
700                 # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
701
702                 for f in self.faces:
703                         f.flag = False
704
705                 last_triangle_score = 0.75
706                 cache_decay_power = 1.5
707                 valence_boost_scale = 2.0
708                 valence_boost_power = -0.5
709
710                 max_cache_size = 32
711                 cached_vertices = []
712
713                 # Keep track of the score and number of unused faces for each vertex
714                 vertex_info = [[0, len(v.faces)] for v in self.vertices]
715                 for vi in vertex_info:
716                         vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
717
718                 face = None
719                 reordered_faces = []
720
721                 n_processed = 0
722                 while 1:
723                         if not face:
724                                 # Previous iteration gave no candidate for best face (or this is
725                                 # the first iteration).  Scan all faces for the highest score.
726                                 best_score = 0
727                                 for f in self.faces:
728                                         if f.flag:
729                                                 continue
730
731                                         score = sum(vertex_info[v.index][0] for v in f.vertices)
732                                         if score>best_score:
733                                                 best_score = score
734                                                 face = f
735
736                         if not face:
737                                 break
738
739                         reordered_faces.append(face)
740                         face.flag = True
741
742                         for v in face.vertices:
743                                 vertex_info[v.index][1] -= 1
744
745                                 # Shuffle the vertex into the front of the cache
746                                 if v in cached_vertices:
747                                         cached_vertices.remove(v)
748                                 cached_vertices.insert(0, v)
749
750                         # Update scores for all vertices in the cache
751                         for i, v in enumerate(cached_vertices):
752                                 score = 0
753                                 if i<3:
754                                         score += last_triangle_score
755                                 elif i<max_cache_size:
756                                         score += (1-(i-3)/(max_cache_size-3))**cache_decay_power
757                                 if vertex_info[v.index][1]:
758                                         score += valence_boost_scale*(vertex_info[v.index][1]**valence_boost_power)
759                                 vertex_info[v.index][0] = score
760
761                         face = None
762                         best_score = 0
763                         for v in cached_vertices:
764                                 for f in v.faces:
765                                         if not f.flag:
766                                                 score = sum(vertex_info[fv.index][0] for fv in f.vertices)
767                                                 if score>best_score:
768                                                         best_score = score
769                                                         face = f
770
771                         del cached_vertices[max_cache_size:]
772
773                         n_processed += 1
774                         progress.set_progress(n_processed/len(self.faces))
775
776                 self.faces = reordered_faces
777                 for i, f in enumerate(self.faces):
778                         f.index = i
779
780         def reorder_vertices(self):
781                 for v in self.vertices:
782                         v.index = -1
783
784                 reordered_vertices = []
785                 for s in self.vertex_sequence:
786                         for v in s:
787                                 if v.index<0:
788                                         v.index = len(reordered_vertices)
789                                         reordered_vertices.append(v)
790
791                 self.vertices = reordered_vertices
792
793                 for e in self.edges:
794                         e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
795
796
797 def create_mesh_from_object(context, obj, progress, *, material_atlas=None):
798         if obj.type!="MESH":
799                 raise Exception("Object is not a mesh")
800
801         progress.push_task("Preparing mesh", 0.0, 0.2)
802
803         objs = [(obj, mathutils.Matrix())]
804         i = 0
805         while i<len(objs):
806                 o, m = objs[i]
807                 i += 1
808                 for c in o.children:
809                         if c.type=="MESH" and c.compound:
810                                 objs.append((c, m*c.matrix_local))
811
812         dg = context.evaluated_depsgraph_get()
813
814         mesh = None
815         for o, m in objs:
816                 eval_obj = o.evaluated_get(dg)
817                 bmesh = eval_obj.to_mesh()
818
819                 # Object.to_mesh does not copy custom properties
820                 bmesh.winding_test = o.data.winding_test
821                 bmesh.smoothing = o.data.smoothing
822                 bmesh.use_lines = o.data.use_lines
823                 bmesh.vertex_groups = o.data.vertex_groups
824                 bmesh.max_groups_per_vertex = o.data.max_groups_per_vertex
825                 bmesh.use_uv = o.data.use_uv
826                 bmesh.tangent_vecs = o.data.tangent_vecs
827                 bmesh.tangent_uvtex = o.data.tangent_uvtex
828
829                 me = Mesh(bmesh)
830                 me.transform(m)
831
832                 for i, s in enumerate(eval_obj.material_slots):
833                         if s.link=='OBJECT':
834                                 me.materials[i] = s.material
835
836                 if mesh:
837                         mesh.splice(me)
838                 else:
839                         mesh = me
840
841         mesh.name = obj.data.name
842
843         if material_atlas:
844                 mesh.apply_material_atlas(material_atlas)
845
846         progress.set_task("Triangulating", 0.2, 0.3)
847         mesh.prepare_triangles(progress)
848         progress.set_task("Smoothing", 0.3, 0.5)
849         mesh.prepare_smoothing(progress)
850         progress.set_task("Vertex groups", 0.5, 0.6)
851         mesh.prepare_vertex_groups(obj)
852         progress.set_task("Preparing UVs", 0.6, 0.75)
853         mesh.prepare_uv(progress)
854         progress.set_task("Preparing vertex colors", 0.75, 0.85)
855         mesh.prepare_colors(progress)
856         progress.set_task("Render sequence", 0.85, 1.0)
857         mesh.prepare_sequence(progress)
858
859         progress.pop_task()
860
861         return mesh