]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/mesh.py
Refactor face cull settings in Blender
[libs/gl.git] / blender / io_mspgl / mesh.py
index 9741b8dd916f28495d3e25cde8fd64e767a7d118..3b1c74dfbec9675403226a3435fed354ffed7ef8 100644 (file)
@@ -1,4 +1,3 @@
-import bpy
 import math
 import mathutils
 import itertools
@@ -155,11 +154,10 @@ class Mesh:
        def __init__(self, mesh):
                self.name = mesh.name
 
-               self.winding_test = mesh.winding_test
                self.smoothing = mesh.smoothing
                self.use_uv = mesh.use_uv
-               self.tangent_vecs = mesh.tangent_vecs
                self.tangent_uvtex = mesh.tangent_uvtex
+               self.use_strips = mesh.use_strips
                self.vertex_groups = mesh.vertex_groups
 
                # Clone basic data
@@ -181,7 +179,7 @@ class Mesh:
                if mesh.use_uv=='NONE' or not mesh.uv_layers:
                        self.uv_layers = []
                else:
-                       self.uv_layers = [UvLayer(u) for u in mesh.uv_layers]
+                       self.uv_layers = [UvLayer(u) for u in mesh.uv_layers if u.data]
 
                        # Assign texture unit numbers to UV layers that lack one
                        missing_unit = [u for u in self.uv_layers if u.unit is None]
@@ -193,7 +191,7 @@ class Mesh:
 
                        self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
 
-                       if mesh.use_uv=='UNIT0':
+                       if mesh.use_uv=='UNIT0' and self.uv_layers:
                                self.uv_layers = [self.uv_layers[0]]
                                if self.uv_layers[0].unit!=0:
                                        self.uv_layers = []
@@ -207,7 +205,7 @@ class Mesh:
                edge_map = {e.key: e for e in self.edges}
                for f in self.faces:
                        if len(f.vertices)>4:
-                               raise ValueError("Ngons are not supported")
+                               raise ValueError("Unsupported face on mesh {}: N-gon".format(self.name))
 
                        f.vertices = [self.vertices[i] for i in f.vertices]
                        for v in f.vertices:
@@ -229,6 +227,21 @@ class Mesh:
                else:
                        self.lines = []
 
+               # Check if tangent vectors are needed
+               if mesh.tangent_vecs=='NO':
+                       self.tangent_vecs = False
+               elif mesh.tangent_vecs=='YES':
+                       self.tangent_vecs = True
+               elif mesh.tangent_vecs=='AUTO':
+                       from .material import Material
+                       self.tangent_vecs = False
+                       for m in self.materials:
+                               mat = Material(m)
+                               if mat.type=="pbr":
+                                       normal_prop = next((p for p in mat.properties if p.tex_keyword=="normal_map"), None)
+                                       if normal_prop and normal_prop.texture:
+                                               self.tangent_vecs = True
+
                self.vertex_sequence = []
 
        def transform(self, matrix):
@@ -237,10 +250,10 @@ class Mesh:
 
        def splice(self, other):
                if len(self.uv_layers)!=len(other.uv_layers):
-                       raise ValueError("Meshes have incompatible UV layers")
+                       raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name))
                for i, u in enumerate(self.uv_layers):
                        if u.name!=other.uv_layers[i].name:
-                               raise ValueError("Meshes have incompatible UV layers")
+                               raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name))
 
                # Merge materials and form a lookup from source material indices to the
                # merged material list
@@ -290,7 +303,7 @@ class Mesh:
 
                self.lines += other.lines
 
-       def prepare_triangles(self, progress):
+       def prepare_triangles(self, task):
                face_count = len(self.faces)
                for i in range(face_count):
                        f = self.faces[i]
@@ -350,9 +363,9 @@ class Mesh:
                        f.normal = normals[1-cut_index]
                        nf.normal = normals[3-cut_index]
 
-                       progress.set_progress(i/face_count)
+                       task.set_progress(i/face_count)
 
-       def prepare_smoothing(self, progress):
+       def prepare_smoothing(self, task):
                smooth_limit = -1
                if self.smoothing=='NONE':
                        for f in self.faces:
@@ -365,14 +378,12 @@ class Mesh:
                for e in self.edges:
                        e.check_smooth(smooth_limit)
 
-               progress.push_task("Sharp edges", 0.0, 0.7)
-               self.split_vertices(self.find_smooth_group, progress)
+               subtask = task.task("Sharp edges", 0.7)
+               self.split_vertices(self.find_smooth_group, subtask)
 
                if self.smoothing!='BLENDER':
-                       progress.set_task("Updating normals", 0.7, 1.0)
-                       self.compute_normals(progress)
-
-               progress.pop_task()
+                       subtask = task.task("Updating normals", 1.0)
+                       self.compute_normals(subtask)
 
        def prepare_vertex_groups(self, obj):
                if not self.vertex_groups:
@@ -403,7 +414,7 @@ class Mesh:
        def apply_material_atlas(self, material_atlas):
                for m in self.materials:
                        if m.name not in material_atlas.material_names:
-                               raise Exception("Material atlas is not compatible with Mesh")
+                               raise Exception("Material atlas {} is not compatible with Mesh {}".format(material_atlas.name, self.name))
 
                if self.use_uv=='NONE':
                        return
@@ -424,7 +435,7 @@ class Mesh:
                        for i in f.loop_indices:
                                layer.uvs[i] = uv
 
-       def prepare_uv(self, progress):
+       def prepare_uv(self, task):
                # Form a list of UV layers referenced by materials with the array atlas
                # property set
                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']
@@ -442,9 +453,6 @@ class Mesh:
                                        for i in f.loop_indices:
                                                l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
 
-               prog_count = len(self.uv_layers)
-               prog_step = 0
-
                # Split by the UV layer used for tangent vectors first so connectivity
                # remains intact for tangent vector computation
                tangent_layer_index = -1
@@ -456,26 +464,27 @@ class Mesh:
                        elif self.uv_layers[0].unit==0:
                                tangent_layer_index = 0
 
-                       if tangent_layer_index>=0:
-                               prog_count += 1
-                               progress.push_task_slice("Computing tangents", 0, prog_count)
-                               self.split_vertices(self.find_uv_group, progress, tangent_layer_index)
-                               progress.set_task_slice(self.tangent_uvtex, 1, prog_count)
-                               self.compute_tangents(tangent_layer_index, progress)
-                               progress.pop_task()
-                               prog_step = 2
-                       else:
-                               raise Exception("Tangent UV layer not found")
+                       if tangent_layer_index<0:
+                               raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name))
+
+               prog_count = len(self.uv_layers)
+               if tangent_layer_index>=0:
+                       prog_count += 1
+               task.set_slices(prog_count)
+
+               if tangent_layer_index>=0:
+                       subtask = task.next_slice("Computing tangents")
+                       self.split_vertices(self.find_uv_group, subtask, tangent_layer_index)
+                       subtask = task.next_slice(self.tangent_uvtex)
+                       self.compute_tangents(tangent_layer_index, subtask)
 
                # Split by the remaining UV layers
                for i, u in enumerate(self.uv_layers):
                        if i==tangent_layer_index:
                                continue
 
-                       progress.push_task_slice(u.name, prog_step, prog_count)
-                       self.split_vertices(self.find_uv_group, progress, i)
-                       progress.pop_task()
-                       prog_step += 1
+                       subtask = task.next_slice(u.name)
+                       self.split_vertices(self.find_uv_group, subtask, i)
 
                # Copy UVs from layers to vertices
                for v in self.vertices:
@@ -487,11 +496,11 @@ class Mesh:
                        else:
                                v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
 
-       def prepare_colors(self, progress):
+       def prepare_colors(self, task):
                if not self.colors:
                        return
 
-               self.split_vertices(self.find_color_group, progress)
+               self.split_vertices(self.find_color_group, task)
 
                for v in self.vertices:
                        if v.faces:
@@ -500,7 +509,7 @@ class Mesh:
                        else:
                                v.color = (1.0, 1.0, 1.0, 1.0)
 
-       def split_vertices(self, find_group_func, progress, *args):
+       def split_vertices(self, find_group_func, task, *args):
                vertex_count = len(self.vertices)
                for i in range(vertex_count):
                        v = self.vertices[i]
@@ -552,7 +561,7 @@ class Mesh:
                                        f.vertices[f.vertices.index(v)] = nv
                                        nv.faces.append(f)
 
-                       progress.set_progress(i/vertex_count)
+                       task.set_progress(i/vertex_count)
 
        def find_smooth_group(self, vertex, face):
                face.flag = True
@@ -598,7 +607,7 @@ class Mesh:
 
                return group
 
-       def compute_normals(self, progress):
+       def compute_normals(self, task):
                for i, v in enumerate(self.vertices):
                        v.normal = mathutils.Vector()
                        for f in v.faces:
@@ -616,9 +625,9 @@ class Mesh:
                        else:
                                v.normal = mathutils.Vector((0, 0, 1))
 
-                       progress.set_progress(i/len(self.vertices))
+                       task.set_progress(i/len(self.vertices))
 
-       def compute_tangents(self, index, progress):
+       def compute_tangents(self, index, task):
                layer_uvs = self.uv_layers[index].uvs
 
                for i, v in enumerate(self.vertices):
@@ -642,13 +651,13 @@ class Mesh:
                        if v.tan.length:
                                v.tan.normalize()
 
-                       progress.set_progress(i/len(self.vertices))
+                       task.set_progress(i/len(self.vertices))
 
-       def prepare_sequence(self, progress):
-               progress.push_task("Reordering faces", 0.0, 0.5)
-               self.reorder_faces(progress)
+       def prepare_sequence(self, task):
+               subtask = task.task("Reordering faces", 0.5)
+               self.reorder_faces(subtask)
 
-               progress.set_task("Building sequence", 0.5, 1.0)
+               subtask = task.task("Building sequence", 1.0)
                sequence = None
                for i, f in enumerate(self.faces):
                        if sequence:
@@ -675,13 +684,11 @@ class Mesh:
                                sequence = f.vertices[:]
                                self.vertex_sequence.append(sequence)
 
-                       progress.set_progress(i/len(self.faces))
-
-               progress.pop_task()
+                       subtask.set_progress(i/len(self.faces))
 
                self.reorder_vertices()
 
-       def reorder_faces(self, progress):
+       def reorder_faces(self, task):
                # Tom Forsyth's vertex cache optimization algorithm
                # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
 
@@ -699,7 +706,8 @@ class Mesh:
                # Keep track of the score and number of unused faces for each vertex
                vertex_info = [[0, len(v.faces)] for v in self.vertices]
                for vi in vertex_info:
-                       vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
+                       if vi[1]:
+                               vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
 
                face = None
                reordered_faces = []
@@ -757,7 +765,7 @@ class Mesh:
                        del cached_vertices[max_cache_size:]
 
                        n_processed += 1
-                       progress.set_progress(n_processed/len(self.faces))
+                       task.set_progress(n_processed/len(self.faces))
 
                self.faces = reordered_faces
                for i, f in enumerate(self.faces):
@@ -774,17 +782,22 @@ class Mesh:
                                        v.index = len(reordered_vertices)
                                        reordered_vertices.append(v)
 
+               for v in self.vertices:
+                       if v.index<0:
+                               v.index = len(reordered_vertices)
+                               reordered_vertices.append(v)
+
                self.vertices = reordered_vertices
 
                for e in self.edges:
                        e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
 
 
-def create_mesh_from_object(context, obj, progress, *, material_atlas=None):
+def create_mesh_from_object(ctx, obj, material_atlas):
        if obj.type!="MESH":
-               raise Exception("Object is not a mesh")
+               raise Exception("Object {} is not a mesh".format(obj.name))
 
-       progress.push_task("Preparing mesh", 0.0, 0.2)
+       task = ctx.task("Collecting mesh data", 0.2)
 
        objs = [(obj, mathutils.Matrix())]
        i = 0
@@ -795,7 +808,7 @@ def create_mesh_from_object(context, obj, progress, *, material_atlas=None):
                        if c.type=="MESH" and c.compound:
                                objs.append((c, m*c.matrix_local))
 
-       dg = context.evaluated_depsgraph_get()
+       dg = ctx.context.evaluated_depsgraph_get()
 
        mesh = None
        for o, m in objs:
@@ -803,7 +816,6 @@ def create_mesh_from_object(context, obj, progress, *, material_atlas=None):
                bmesh = eval_obj.to_mesh()
 
                # Object.to_mesh does not copy custom properties
-               bmesh.winding_test = o.data.winding_test
                bmesh.smoothing = o.data.smoothing
                bmesh.use_lines = o.data.use_lines
                bmesh.vertex_groups = o.data.vertex_groups
@@ -829,19 +841,17 @@ def create_mesh_from_object(context, obj, progress, *, material_atlas=None):
        if material_atlas:
                mesh.apply_material_atlas(material_atlas)
 
-       progress.set_task("Triangulating", 0.2, 0.3)
-       mesh.prepare_triangles(progress)
-       progress.set_task("Smoothing", 0.3, 0.5)
-       mesh.prepare_smoothing(progress)
-       progress.set_task("Vertex groups", 0.5, 0.6)
+       task = ctx.task("Triangulating", 0.3)
+       mesh.prepare_triangles(task)
+       task = ctx.task("Smoothing", 0.5)
+       mesh.prepare_smoothing(task)
+       task = ctx.task("Vertex groups", 0.6)
        mesh.prepare_vertex_groups(obj)
-       progress.set_task("Preparing UVs", 0.6, 0.75)
-       mesh.prepare_uv(progress)
-       progress.set_task("Preparing vertex colors", 0.75, 0.85)
-       mesh.prepare_colors(progress)
-       progress.set_task("Render sequence", 0.85, 1.0)
-       mesh.prepare_sequence(progress)
-
-       progress.pop_task()
+       task = ctx.task("Preparing UVs", 0.75)
+       mesh.prepare_uv(task)
+       task = ctx.task("Preparing vertex colors", 0.85)
+       mesh.prepare_colors(task)
+       task = ctx.task("Render sequence", 1.0)
+       mesh.prepare_sequence(task)
 
        return mesh