self.vertices = mf.vertices[:]
self.uvs = []
self.flag = False
- self.material = None
def __getattr__(self, attr):
return getattr(self._mface, attr)
return e
raise KeyError("No edge %s"%(key,))
+ def get_neighbors(self):
+ neighbors = [e.other_face(self) for e in self.edges]
+ return list(filter(bool, neighbors))
+
class Line:
def __init__(self, e):
class UvLayer:
- def __init__(self, l):
+ def __init__(self, l, t):
self._layer = l
- self.name = None
+ self.uvtex = t
+ self.name = self.uvtex.name
+ self.unit = None
+ self.hidden = False
+ dot = self.name.find('.')
+ if dot>=0:
+ ext = self.name[dot:]
+ if ext.startswith(".unit") and ext[5:].isdigit():
+ self.unit = int(ext[5:])
+ elif ext==".hidden":
+ self.hidden = True
def __getattr__(self, attr):
return getattr(self._layer, attr)
class FakeUvLayer:
def __init__(self, n):
+ self.uvtex = None
self.name = n
-
-def uvtex_unit_number(uvtex):
- dot = uvtex.name.find('.')
- if dot!=-1 and uvtex.name[dot+1:dot+5]=="unit" and uvtex.name[dot+5:].isdigit():
- return int(uvtex.name[dot+5])
- else:
- return 1000
+ self.unit = None
+ self.hidden = False
class Mesh:
def __init__(self, m):
self.materials = self.materials[:]
- self.uv_layers = [UvLayer(u) for u in self.uv_layers]
- for i in range(len(self.uv_layers)):
- self.uv_layers[i].name = self.uv_textures[i].name
- self.uv_layers = [u for u in self.uv_layers if not u.name.endswith(".hidden")]
- self.uv_layers.sort(key=uvtex_unit_number)
+ self.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))]
+ self.assign_texture_units()
for f in self.faces:
f.vertices = [self.vertices[i] for i in f.vertices]
offset = len(self.faces)
for f in other.faces:
f.index += offset
- f.material = material_map[f.material_index]
+ if other.materials:
+ f.material_index = material_map[f.material_index]
self.faces.append(f)
for e in other.edges.values():
for e in self.edges.values():
e.check_smooth(1)
+ def assign_texture_units(self):
+ # Assign texture units for any non-hidden UV layers that lack one
+ units = [u.unit for u in self.uv_layers if u.unit is not None]
+ if units:
+ free_unit = max(units)+1
+ else:
+ free_unit = 0
+ for u in self.uv_layers:
+ if u.unit is None:
+ if not u.hidden:
+ u.unit = free_unit
+ free_unit += 1
+
def generate_material_uv(self):
self.uv_layers.append(FakeUvLayer("material_tex"))
+ self.assign_texture_units()
for f in self.faces:
f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))
v.bino.normalize()
def create_strip(self, face, max_len):
+ # Find an edge with another unused face next to it
edge = None
for e in face.edges:
other = e.other_face(face)
if not edge:
return None
+ # Add initial vertices so that we'll complete the edge on the first
+ # iteration
vertices = face.pivot_vertices(*edge.vertices)
if len(vertices)==3:
result = [vertices[-1], vertices[0]]
result = [vertices[-2], vertices[-1]]
while 1:
+ face.flag = True
+
vertices = face.pivot_vertices(*result[-2:])
k = len(result)%2
- face.flag = True
+ # Quads need special handling because the winding of every other
+ # triangle in the strip is reversed
if len(vertices)==4 and not k:
result.append(vertices[3])
result.append(vertices[2])
if len(result)>=max_len:
break
+ # Hop over the last edge
edge = face.get_edge(*result[-2:])
-
- next = edge.other_face(face)
- if not next or next.flag:
+ face = edge.other_face(face)
+ if not face or face.flag:
break
- face = next
return result