]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mesh_mspgl/mesh.py
Fix bugs that crept in with refactoring
[libs/gl.git] / blender / io_mesh_mspgl / mesh.py
index ce4a7fd984f8fdffbcf7617c8c17830447ad6779..aa8df8d254665d4240b50a34934753515a56e96c 100644 (file)
@@ -67,7 +67,6 @@ class Face:
                self.vertices = mf.vertices[:]
                self.uvs = []
                self.flag = False
-               self.material = None
 
        def __getattr__(self, attr):
                return getattr(self._mface, attr)
@@ -91,6 +90,10 @@ class Face:
                                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):
@@ -100,23 +103,29 @@ class Line:
 
 
 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):
@@ -127,11 +136,8 @@ class Mesh:
 
                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]
@@ -178,7 +184,8 @@ class Mesh:
                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():
@@ -194,8 +201,22 @@ class Mesh:
                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))
 
@@ -341,6 +362,7 @@ class Mesh:
                                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)
@@ -351,6 +373,8 @@ class Mesh:
                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]]
@@ -358,10 +382,13 @@ class Mesh:
                        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])
@@ -371,11 +398,10 @@ class Mesh:
                        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