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Rewrite triangle strip generation in the Blender exporter
[libs/gl.git] / blender / io_mspgl / mesh.py
1 import bpy
2 import math
3 import mathutils
4
5 def make_edge_key(i1, i2):
6         return (min(i1, i2), max(i1, i2))
7
8 class Edge:
9         def __init__(self, edge):
10                 if edge.__class__==Edge:
11                         self._edge = edge._edge
12                         self.smooth = edge.smooth
13                 else:
14                         self._edge = edge
15                         self.smooth = False
16                 if edge:
17                         self.vertices = edge.vertices[:]
18                         self.key = edge.key
19                 else:
20                         self.vertices = []
21                         self.key = None
22                 self.faces = []
23
24         def __getattr__(self, attr):
25                 return getattr(self._edge, attr)
26
27         def check_smooth(self, limit):
28                 if len(self.faces)!=2:
29                         return
30
31                 d = self.faces[0].normal.dot(self.faces[1].normal)
32                 self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
33
34         def other_face(self, f):
35                 if f.index==self.faces[0].index:
36                         if len(self.faces)>=2:
37                                 return self.faces[1]
38                         else:
39                                 return None
40                 else:
41                         return self.faces[0]
42
43         def other_vertex(self, v):
44                 if v.index==self.vertices[0].index:
45                         return self.vertices[1]
46                 else:
47                         return self.vertices[0]
48
49
50 class Vertex:
51         def __init__(self, vertex):
52                 if vertex.__class__==Vertex:
53                         self._vertex = vertex._vertex
54                         self.uvs = vertex.uvs[:]
55                         self.tan = vertex.tan
56                         self.bino = vertex.bino
57                 else:
58                         self._vertex = vertex
59                         self.uvs = []
60                         self.tan = None
61                         self.bino = None
62                 self.index = vertex.index
63                 self.co = vertex.co
64                 self.normal = vertex.normal
65                 self.flag = False
66                 self.edges = []
67                 self.faces = []
68                 self.groups = vertex.groups[:]
69
70         def __getattr__(self, attr):
71                 return getattr(self._vertex, attr)
72
73         def __cmp__(self, other):
74                 if other is None:
75                         return 1
76                 return cmp(self.index, other.index)
77
78
79 class VertexGroup:
80         def __init__(self, group):
81                 self._group = group
82                 self.group = group.group
83                 self.weight = group.weight
84
85         def __getattr__(self, attr):
86                 return getattr(self._group, attr)
87
88
89 class Face:
90         def __init__(self, face):
91                 self._face = face
92                 self.index = face.index
93                 self.edges = []
94                 self.vertices = face.vertices[:]
95                 self.uvs = []
96                 self.flag = False
97
98         def __getattr__(self, attr):
99                 return getattr(self._face, attr)
100
101         def __cmp__(self, other):
102                 if other is None:
103                         return 1
104                 return cmp(self.index, other.index)
105
106         def pivot_vertex(self, v):
107                 n = self.vertices.index(v)
108                 return [(n+i)%len(self.vertices) for i in range(len(self.vertices))]
109
110         def pivot_vertices(self, *vt):
111                 flags = [(v in vt) for v in self.vertices]
112                 l = len(self.vertices)
113                 for i in range(l):
114                         if flags[i] and not flags[(i+l-1)%l]:
115                                 return self.vertices[i:]+self.vertices[:i]
116
117         def get_edge(self, v1, v2):     
118                 key = make_edge_key(v1.index, v2.index)
119                 for e in self.edges:
120                         if e.key==key:
121                                 return e
122                 raise KeyError("No edge %s"%(key,))
123
124         def other_edge(self, e, v):
125                 for d in self.edges:
126                         if d!=e and v in d.vertices:
127                                 return d
128
129         def get_neighbors(self):
130                 neighbors = [e.other_face(self) for e in self.edges]
131                 return list(filter(bool, neighbors))
132
133
134 class Line:
135         def __init__(self, e):
136                 self.edge = e
137                 self.vertices = e.vertices[:]
138                 self.flag = False
139
140
141 class UvLayer:
142         def __init__(self, arg):
143                 if type(arg)==str:
144                         self._layer = None
145                         self.name = arg
146                 else:
147                         self._layer = arg
148                         self.name = arg.name
149                         self.uvs = [d.uv for d in self.data]
150
151                 self.unit = None
152                 self.hidden = False
153
154                 dot = self.name.find('.')
155                 if dot>=0:
156                         ext = self.name[dot:]
157                         if ext.startswith(".unit") and ext[5:].isdigit():
158                                 self.unit = int(ext[5:])
159                         elif ext==".hidden":
160                                 self.hidden = True
161
162         def __getattr__(self, attr):
163                 return getattr(self._layer, attr)
164
165
166 class Mesh:
167         def __init__(self, mesh):
168                 self._mesh = mesh
169
170                 self.winding_test = mesh.winding_test
171                 self.tbn_vecs = mesh.tbn_vecs
172                 self.vertex_groups = mesh.vertex_groups
173
174                 # Clone basic data
175                 self.vertices = [Vertex(v) for v in self.vertices]
176                 for v in self.vertices:
177                         v.groups = [VertexGroup(g) for g in v.groups]
178
179                 self.faces = [Face(f) for f in self.polygons]
180                 self.edges = [Edge(e) for e in self.edges]
181                 self.loops = self.loops[:]
182                 self.materials = self.materials[:]
183
184                 # Clone only the desired UV layers
185                 if self.use_uv=='NONE' or not self.uv_layers:
186                         self.uv_layers = []
187                 else:
188                         self.uv_layers = [UvLayer(u) for u in self.uv_layers]
189                         self.uv_layers = sorted([u for u in self.uv_layers if not u.hidden], key=(lambda u: (u.unit or 1000, u.name)))
190
191                         if self.use_uv=='UNIT0':
192                                 self.uv_layers = [self.uv_layers[0]]
193
194                         # Assign texture unit numbers to UV layers that lack one
195                         next_unit = max((u.unit+1 for u in self.uv_layers if u.unit is not None), default=0)
196                         for u in self.uv_layers:
197                                 if not u.unit:
198                                         u.unit = next_unit
199                                         next_unit += 1
200
201                 # Rewrite links between elements to point to cloned data, or create links
202                 # where they don't exist
203                 edge_map = {e.key: e for e in self.edges}
204                 for f in self.faces:
205                         if len(f.vertices)>4:
206                                 raise ValueError("Ngons are not supported")
207
208                         f.vertices = [self.vertices[i] for i in f.vertices]
209                         for v in f.vertices:
210                                 v.faces.append(f)
211
212                         for k in f.edge_keys:
213                                 e = edge_map[k]
214                                 e.faces.append(f)
215                                 f.edges.append(e)
216
217                 for e in self.edges:
218                         e.vertices = [self.vertices[i] for i in e.vertices]
219                         for v in e.vertices:
220                                 v.edges.append(e)
221
222                 # Store loose edges as lines
223                 if self.use_lines:
224                         self.lines = [Line(e) for e in self.edges if not e.faces]
225                 else:
226                         self.lines = []
227
228                 self.vertex_sequence = []
229
230         def __getattr__(self, attr):
231                 return getattr(self._mesh, attr)
232
233         def transform(self, matrix):
234                 for v in self.vertices:
235                         v.co = matrix*v.co
236
237         def splice(self, other):
238                 if len(self.uv_layers)!=len(other.uv_layers):
239                         raise ValueError("Meshes have incompatible UV layers")
240                 for i, u in enumerate(self.uv_layers):
241                         if u.name!=other.uv_layers[i].name:
242                                 raise ValueError("Meshes have incompatible UV layers")
243
244                 # Merge materials and form a lookup from source material indices to the
245                 # merged material list
246                 material_map = []
247                 for m in other.materials:
248                         if m in self.materials:
249                                 material_map.append(self.materials.index(m))
250                         else:
251                                 material_map.append(len(self.materials))
252                                 self.materials.append(m)
253
254                 # Append data and adjust indices where necessary.  Since the data is
255                 # spliced from the source mesh, rebuilding references is not necessary.
256                 for i, u in enumerate(self.uv_layers):
257                         u.uvs += other.uv_layers[i].uvs
258
259                 offset = len(self.vertices)
260                 self.vertices += other.vertices
261                 for v in self.vertices[offset:]:
262                         v.index += offset
263
264                 loop_offset = len(self.loops)
265                 self.loops += other.loops
266
267                 offset = len(self.faces)
268                 self.faces += other.faces
269                 for f in self.faces[offset:]:
270                         f.index += offset
271                         f.loop_start += loop_offset
272                         f.loop_indices = range(f.loop_start, f.loop_start+f.loop_total)
273                         if other.materials:
274                                 f.material_index = material_map[f.material_index]
275
276                 offset = len(self.edges)
277                 self.edges += other.edges
278                 for e in self.edges[offset:]:
279                         e.index += offset
280                         e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
281
282                 self.lines += other.lines
283
284         def prepare_triangles(self, progress):
285                 face_count = len(self.faces)
286                 for i in range(face_count):
287                         f = self.faces[i]
288                         nverts = len(f.vertices)
289                         if nverts==3:
290                                 continue
291
292                         # Calculate normals at each vertex of the face
293                         edge_vecs = []
294                         for j in range(nverts):
295                                 edge_vecs.append(f.vertices[(j+1)%nverts].co-f.vertices[j].co)
296
297                         normals = []
298                         for j in range(nverts):
299                                 normals.append(edge_vecs[j].cross(edge_vecs[j-1]).normalized())
300
301                         # Check which diagonal results in a flatter triangulation
302                         flatness1 = normals[0].dot(normals[2])
303                         flatness2 = normals[1].dot(normals[3])
304                         cut_index = 1 if flatness1>flatness2 else 0
305
306                         nf = Face(f)
307                         nf.index = len(self.faces)
308                         self.faces.append(nf)
309
310                         ne = Edge(None)
311                         ne.index = len(self.edges)
312                         self.edges.append(ne)
313
314                         nf.vertices = [f.vertices[cut_index], f.vertices[2], f.vertices[3]]
315                         nf.loop_indices = [f.loop_indices[cut_index], f.loop_indices[2], f.loop_indices[3]]
316                         for v in nf.vertices:
317                                 v.faces.append(nf)
318
319                         ne.vertices = [f.vertices[cut_index], f.vertices[2+cut_index]]
320                         for v in ne.vertices:
321                                 v.edges.append(ne)
322                         ne.key = make_edge_key(ne.vertices[0].index, ne.vertices[1].index)
323                         ne.smooth = True
324
325                         f.vertices[3-cut_index].faces.remove(f)
326                         del f.vertices[3-cut_index]
327                         f.loop_indices = [f.loop_indices[0], f.loop_indices[1], f.loop_indices[2+cut_index]]
328
329                         ne.faces = [f, nf]
330                         if cut_index==0:
331                                 nf.edges = [ne, f.edges[2], f.edges[3]]
332                                 f.edges = [f.edges[0], f.edges[1], ne]
333                         else:
334                                 nf.edges = [f.edges[1], f.edges[2], ne]
335                                 f.edges = [f.edges[0], ne, f.edges[3]]
336
337                         f.normal = normals[1-cut_index]
338                         nf.normal = normals[3-cut_index]
339
340                         progress.set_progress(i/face_count)
341
342         def prepare_smoothing(self, progress):
343                 smooth_limit = -1
344                 if self.smoothing=='NONE':
345                         for f in self.faces:
346                                 f.use_smooth = False
347
348                         smooth_limit = 1
349                 elif self.use_auto_smooth:
350                         smooth_limit = math.cos(self.auto_smooth_angle)
351
352                 for e in self.edges:
353                         e.check_smooth(smooth_limit)
354
355                 progress.push_task("Sharp edges", 0.0, 0.7)
356                 self.split_vertices(self.find_smooth_group, progress)
357
358                 if self.smoothing!='BLENDER':
359                         progress.set_task("Updating normals", 0.7, 1.0)
360                         self.compute_normals(progress)
361
362                 progress.pop_task()
363
364         def prepare_vertex_groups(self, obj):
365                 for v in self.vertices:
366                         if v.groups:
367                                 weight_sum = sum(g.weight for g in v.groups)
368                                 v.groups = sorted(v.groups, key=(lambda g: g.weight), reverse=True)[:self.max_groups_per_vertex]
369                                 weight_scale = weight_sum/sum(g.weight for g in v.groups)
370                                 for g in v.groups:
371                                         g.weight *= weight_scale
372
373                 if obj.parent and obj.parent.type=="ARMATURE":
374                         armature = obj.parent.data
375                         bone_indices = {b.name: i for i, b in enumerate(armature.bones)}
376                         group_index_map = {i: i for i in range(len(obj.vertex_groups))}
377                         for g in first_obj.vertex_groups:
378                                 if g.name in bone_indices:
379                                         group_index_map[g.index] = bone_indices[g.name]
380
381                         for v in self.vertices:
382                                 for g in v.groups:
383                                         g.group = group_index_map[g.group]
384
385         def prepare_uv(self, obj, progress):
386                 if obj.material_tex and self.use_uv!='NONE':
387                         layer = UvLayer("material_tex")
388
389                         if self.use_uv=='UNIT0':
390                                 self.uv_layers = [layer]
391                                 layer.unit = 0
392                         else:
393                                 self.uv_layers.append(layer)
394                                 layer.unit = max((u.unit+1 for u in self.uv_layers if u.unit is not None), default=0)
395
396                         layer.uvs = [None]*len(self.loops)
397                         for f in self.faces:
398                                 uv = mathutils.Vector(((f.material_index+0.5)/len(self.materials), 0.5))
399                                 for i in f.loop_indices:
400                                         layer.uvs[i] = uv
401
402                 # Form a list of UV layers referenced by materials with the array atlas
403                 # property set
404                 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']
405                 array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
406
407                 if array_uv_layers:
408                         for f in self.faces:
409                                 layer = 0
410                                 if f.material_index<len(self.materials):
411                                         mat = self.materials[f.material_index]
412                                         if mat and mat.array_atlas:
413                                                 layer = mat.array_layer
414
415                                 for l in array_uv_layers:
416                                         for i in f.loop_indices:
417                                                 l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
418
419                 # Copy UVs from layers to faces
420                 for f in self.faces:
421                         for u in self.uv_layers:
422                                 f.uvs.append([u.uvs[i] for i in f.loop_indices])
423
424                 prog_count = len(self.uv_layers)
425                 prog_step = 0
426
427                 # Split by the UV layer used for TBN vectors first so connectivity
428                 # remains intact for TBN vector computation
429                 tbn_layer_index = -1
430                 if self.tbn_vecs:
431                         uv_names = [u.name for u in self.uv_layers]
432                         if self.tbn_uvtex in uv_names:
433                                 prog_count += 1
434                                 tbn_layer_index = uv_names.index(self.tbn_uvtex)
435                                 progress.push_task_slice("Computing TBN", 0, prog_count)
436                                 self.split_vertices(self.find_uv_group, progress, tbn_layer_index)
437                                 progress.set_task_slice(self.tbn_uvtex, 1, prog_count)
438                                 self.compute_tbn(tbn_layer_index, progress)
439                                 progress.pop_task()
440                                 prog_step = 2
441
442                 # Split by the remaining UV layers
443                 for i, u in enumerate(self.uv_layers):
444                         if i==tbn_layer_index:
445                                 continue
446
447                         progress.push_task_slice(u.name, prog_step, prog_count)
448                         self.split_vertices(self.find_uv_group, progress, i)
449                         progress.pop_task()
450                         prog_step += 1
451
452                 # Copy UVs from faces to vertices
453                 for v in self.vertices:
454                         if v.faces:
455                                 # All faces still connected to the vertex have the same UV value
456                                 f = v.faces[0]
457                                 i = f.vertices.index(v)
458                                 v.uvs = [u[i] for u in f.uvs]
459                         else:
460                                 v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
461
462         def split_vertices(self, find_group_func, progress, *args):
463                 vertex_count = len(self.vertices)
464                 for i in range(vertex_count):
465                         v = self.vertices[i]
466                         for f in v.faces:
467                                 f.flag = False
468
469                         # Find all groups of faces on this vertex
470                         groups = []
471                         for f in v.faces:
472                                 if not f.flag:
473                                         groups.append(find_group_func(v, f, *args))
474
475                         # Give groups after the first separate copies of the vertex
476                         for g in groups[1:]:
477                                 nv = Vertex(v)
478                                 nv.index = len(self.vertices)
479                                 self.vertices.append(nv)
480
481                                 for e in v.edges:
482                                         e_faces_in_g = [f for f in e.faces if f in g]
483                                         if not e_faces_in_g:
484                                                 continue
485
486                                         if len(e_faces_in_g)<len(e.faces):
487                                                 # Create a copy of an edge at the boundary of the group
488                                                 ne = Edge(e)
489                                                 ne.index = len(self.edges)
490                                                 self.edges.append(ne)
491
492                                                 ne.other_vertex(v).edges.append(ne)
493
494                                                 for f in e_faces_in_g:
495                                                         e.faces.remove(f)
496                                                         f.edges[f.edges.index(e)] = ne
497                                                         ne.faces.append(f)
498
499                                                 e = ne
500
501                                         e.vertices[e.vertices.index(v)] = nv
502                                         nv.edges.append(e)
503
504                                         e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
505
506                                 # Filter out any edges that were removed from the original vertex
507                                 v.edges = [e for e in v.edges if v in e.vertices]
508
509                                 for f in g:
510                                         v.faces.remove(f)
511                                         f.vertices[f.vertices.index(v)] = nv
512                                         nv.faces.append(f)
513
514                         progress.set_progress(i/vertex_count)
515
516         def find_smooth_group(self, vertex, face):
517                 face.flag = True
518
519                 edges = [e for e in face.edges if vertex in e.vertices]
520
521                 group = [face]
522                 for e in edges:
523                         f = face
524                         while e.smooth:
525                                 f = e.other_face(f)
526                                 if not f or f.flag:
527                                         break
528
529                                 f.flag = True
530                                 group.append(f)
531                                 e = f.other_edge(e, vertex)
532
533                 return group
534
535         def find_uv_group(self, vertex, face, index):
536                 uv = face.uvs[index][face.vertices.index(vertex)]
537                 face.flag = True
538
539                 group = [face]
540                 for f in vertex.faces:
541                         if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv:
542                                 f.flag = True
543                                 group.append(f)
544
545                 return group
546
547         def compute_normals(self, progress):
548                 for i, v in enumerate(self.vertices):
549                         v.normal = mathutils.Vector()
550                         for f in v.faces:
551                                 fv = f.pivot_vertices(v)
552                                 edge1 = fv[1].co-fv[0].co
553                                 edge2 = fv[-1].co-fv[0].co
554                                 if edge1.length and edge2.length:
555                                         # Use the angle between edges as a weighting factor.  This gives
556                                         # more consistent normals on bends with an inequal number of
557                                         # faces on each side.
558                                         v.normal += f.normal*edge1.angle(edge2)
559
560                         if v.normal.length:
561                                 v.normal.normalize()
562                         else:
563                                 v.normal = mathutils.Vector((0, 0, 1))
564
565                         progress.set_progress(i/len(self.vertices))
566
567         def compute_tbn(self, index, progress):
568                 # This function is called at an early stage during UV preparation when
569                 # face UVs are not available yet
570                 layer_uvs = self.uv_layers[index].uvs
571
572                 for i, v in enumerate(self.vertices):
573                         v.tan = mathutils.Vector()
574                         v.bino = mathutils.Vector()
575                         for f in v.faces:
576                                 vi = f.pivot_vertex(v)
577                                 uv0 = layer_uvs[f.loop_indices[vi[0]]]
578                                 uv1 = layer_uvs[f.loop_indices[vi[1]]]
579                                 uv2 = layer_uvs[f.loop_indices[vi[-1]]]
580                                 du1 = uv1[0]-uv0[0]
581                                 du2 = uv2[0]-uv0[0]
582                                 dv1 = uv1[1]-uv0[1]
583                                 dv2 = uv2[1]-uv0[1]
584                                 edge1 = f.vertices[vi[1]].co-f.vertices[vi[0]].co
585                                 edge2 = f.vertices[vi[-1]].co-f.vertices[vi[0]].co
586                                 div = (du1*dv2-du2*dv1)
587                                 if div:
588                                         mul = edge1.angle(edge2)/div
589                                         v.tan += (edge1*dv2-edge2*dv1)*mul
590                                         v.bino += (edge2*du1-edge1*du2)*mul
591
592                         if v.tan.length:
593                                 v.tan.normalize()
594                         if v.bino.length:
595                                 v.bino.normalize()
596
597                         progress.set_progress(i/len(self.vertices))
598
599         def prepare_sequence(self, progress):
600                 progress.push_task("Reordering faces", 0.0, 0.5)
601                 self.reorder_faces(progress)
602
603                 progress.set_task("Building sequence", 0.5, 1.0)
604                 sequence = None
605                 for i, f in enumerate(self.faces):
606                         if sequence:
607                                 if len(sequence)==3:
608                                         # Rotate the first three vertices so that the new face can be added
609                                         if sequence[0] in f.vertices and sequence[1] not in f.vertices:
610                                                 sequence.append(sequence[0])
611                                                 del sequence[0]
612                                         elif sequence[2] not in f.vertices and sequence[1] in f.vertices:
613                                                 sequence.insert(0, sequence[-1])
614                                                 del sequence[-1]
615
616                                 if sequence[-1] not in f.vertices:
617                                         sequence = None
618                                 else:
619                                         to_add = [v for v in f.vertices if v!=sequence[-1] and v!=sequence[-2]]
620                                         if len(to_add)==2:
621                                                 if (f.vertices[1]==sequence[-1]) != (len(sequence)%2==1):
622                                                         to_add.reverse()
623                                                 sequence.append(sequence[-1])
624                                         sequence += to_add
625
626                         if not sequence:
627                                 sequence = f.vertices[:]
628                                 self.vertex_sequence.append(sequence)
629
630                         progress.set_progress(i/len(self.faces))
631
632                 progress.pop_task()
633
634                 self.reorder_vertices()
635
636         def reorder_faces(self, progress):
637                 # Tom Forsyth's vertex cache optimization algorithm
638                 # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
639
640                 for f in self.faces:
641                         f.flag = False
642
643                 last_triangle_score = 0.75
644                 cache_decay_power = 1.5
645                 valence_boost_scale = 2.0
646                 valence_boost_power = -0.5
647
648                 max_cache_size = 32
649                 cached_vertices = []
650
651                 # Keep track of the score and number of unused faces for each vertex
652                 vertex_info = [[0, len(v.faces)] for v in self.vertices]
653                 for vi in vertex_info:
654                         vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
655
656                 face = None
657                 reordered_faces = []
658
659                 n_processed = 0
660                 while 1:
661                         if not face:
662                                 # Previous iteration gave no candidate for best face (or this is
663                                 # the first iteration).  Scan all faces for the highest score.
664                                 best_score = 0
665                                 for f in self.faces:
666                                         if f.flag:
667                                                 continue
668
669                                         score = sum(vertex_info[v.index][0] for v in f.vertices)
670                                         if score>best_score:
671                                                 best_score = score
672                                                 face = f
673
674                         if not face:
675                                 break
676
677                         reordered_faces.append(face)
678                         face.flag = True
679
680                         for v in face.vertices:
681                                 vertex_info[v.index][1] -= 1
682
683                                 # Shuffle the vertex into the front of the cache
684                                 if v in cached_vertices:
685                                         cached_vertices.remove(v)
686                                 cached_vertices.insert(0, v)
687
688                         # Update scores for all vertices in the cache
689                         for i, v in enumerate(cached_vertices):
690                                 score = 0
691                                 if i<3:
692                                         score += last_triangle_score
693                                 elif i<max_cache_size:
694                                         score += (1-(i-3)/(max_cache_size-3))**cache_decay_power
695                                 if vertex_info[v.index][1]:
696                                         score += valence_boost_scale*(vertex_info[v.index][1]**valence_boost_power)
697                                 vertex_info[v.index][0] = score
698
699                         face = None
700                         best_score = 0
701                         for v in cached_vertices:
702                                 for f in v.faces:
703                                         if not f.flag:
704                                                 score = sum(vertex_info[fv.index][0] for fv in f.vertices)
705                                                 if score>best_score:
706                                                         best_score = score
707                                                         face = f
708
709                         del cached_vertices[max_cache_size:]
710
711                         n_processed += 1
712                         progress.set_progress(n_processed/len(self.faces))
713
714                 self.faces = reordered_faces
715                 for i, f in enumerate(self.faces):
716                         f.index = i
717
718         def reorder_vertices(self):
719                 for v in self.vertices:
720                         v.index = -1
721
722                 reordered_vertices = []
723                 for s in self.vertex_sequence:
724                         for v in s:
725                                 if v.index<0:
726                                         v.index = len(reordered_vertices)
727                                         reordered_vertices.append(v)
728
729                 self.vertices = reordered_vertices
730
731                 for e in self.edges:
732                         e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
733
734         def drop_references(self):
735                 for v in self.vertices:
736                         v._vertex = None
737                         for g in v.groups:
738                                 g._group = None
739                 for e in self.edges:
740                         e._edge = None
741                 for f in self.faces:
742                         f._face = None
743                 for u in self.uv_layers:
744                         u._layer = None
745                 self._mesh = None
746
747
748 def create_mesh_from_object(context, obj, progress):
749         if obj.type!="MESH":
750                 raise Exception("Object is not a mesh")
751
752         progress.push_task("Preparing mesh", 0.0, 0.2)
753
754         objs = [(obj, mathutils.Matrix())]
755         i = 0
756         while i<len(objs):
757                 o, m = objs[i]
758                 i += 1
759                 for c in o.children:
760                         if c.type=="MESH" and c.compound:
761                                 objs.append((c, m*c.matrix_local))
762
763         mesh = None
764         bmeshes = []
765         for o, m in objs:
766                 bmesh = o.to_mesh(context.scene, True, "PREVIEW")
767                 bmeshes.append(bmesh)
768
769                 # Object.to_mesh does not copy custom properties
770                 bmesh.winding_test = o.data.winding_test
771                 bmesh.smoothing = o.data.smoothing
772                 bmesh.use_lines = o.data.use_lines
773                 bmesh.vertex_groups = o.data.vertex_groups
774                 bmesh.max_groups_per_vertex = o.data.max_groups_per_vertex
775                 bmesh.use_uv = o.data.use_uv
776                 bmesh.tbn_vecs = o.data.tbn_vecs
777                 bmesh.tbn_uvtex = o.data.tbn_uvtex
778
779                 me = Mesh(bmesh)
780                 me.transform(m)
781
782                 if mesh:
783                         mesh.splice(me)
784                 else:
785                         mesh = me
786
787         progress.set_task("Triangulating", 0.2, 0.3)
788         mesh.prepare_triangles(progress)
789         progress.set_task("Smoothing", 0.3, 0.5)
790         mesh.prepare_smoothing(progress)
791         progress.set_task("Vertex groups", 0.5, 0.6)
792         mesh.prepare_vertex_groups(obj)
793         progress.set_task("Preparing UVs", 0.6, 0.8)
794         mesh.prepare_uv(obj, progress)
795         progress.set_task("Render sequence", 0.8, 1.0)
796         mesh.prepare_sequence(progress)
797
798         # Discard the temporary Blender meshes after making sure there's no
799         # references to the data
800         mesh.drop_references()
801         for m in bmeshes:
802                 bpy.data.meshes.remove(m)
803
804         progress.pop_task()
805
806         return mesh