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