]> 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 f357936275ae6d352a5c6ad983dccf4d809c4421..3b1c74dfbec9675403226a3435fed354ffed7ef8 100644 (file)
@@ -1,6 +1,6 @@
-import bpy
 import math
 import mathutils
+import itertools
 
 def make_edge_key(i1, i2):
        return (min(i1, i2), max(i1, i2))
@@ -8,10 +8,8 @@ def make_edge_key(i1, i2):
 class Edge:
        def __init__(self, edge):
                if edge.__class__==Edge:
-                       self._edge = edge._edge
                        self.smooth = edge.smooth
                else:
-                       self._edge = edge
                        self.smooth = False
                if edge:
                        self.vertices = edge.vertices[:]
@@ -21,9 +19,6 @@ class Edge:
                        self.key = None
                self.faces = []
 
-       def __getattr__(self, attr):
-               return getattr(self._edge, attr)
-
        def check_smooth(self, limit):
                if len(self.faces)!=2:
                        return
@@ -50,26 +45,20 @@ class Edge:
 class Vertex:
        def __init__(self, vertex):
                if vertex.__class__==Vertex:
-                       self._vertex = vertex._vertex
                        self.uvs = vertex.uvs[:]
                        self.tan = vertex.tan
-                       self.bino = vertex.bino
                else:
-                       self._vertex = vertex
                        self.uvs = []
                        self.tan = None
-                       self.bino = None
                self.index = vertex.index
-               self.co = vertex.co
-               self.normal = vertex.normal
+               self.co = mathutils.Vector(vertex.co)
+               self.normal = mathutils.Vector(vertex.normal)
+               self.color = None
                self.flag = False
                self.edges = []
                self.faces = []
                self.groups = vertex.groups[:]
 
-       def __getattr__(self, attr):
-               return getattr(self._vertex, attr)
-
        def __cmp__(self, other):
                if other is None:
                        return 1
@@ -78,26 +67,26 @@ class Vertex:
 
 class VertexGroup:
        def __init__(self, group):
-               self._group = group
-               self.group = group.group
-               self.weight = group.weight
-
-       def __getattr__(self, attr):
-               return getattr(self._group, attr)
+               if group:
+                       self.group = group.group
+                       self.weight = group.weight
+               else:
+                       self.group = 0
+                       self.weight = 0.0
 
 
 class Face:
        def __init__(self, face):
-               self._face = face
                self.index = face.index
                self.edges = []
+               self.edge_keys = face.edge_keys
                self.vertices = face.vertices[:]
-               self.uvs = []
+               self.loop_indices = face.loop_indices
+               self.normal = face.normal
+               self.use_smooth = face.use_smooth
+               self.material_index = face.material_index
                self.flag = False
 
-       def __getattr__(self, attr):
-               return getattr(self._face, attr)
-
        def __cmp__(self, other):
                if other is None:
                        return 1
@@ -107,12 +96,8 @@ class Face:
                n = self.vertices.index(v)
                return [(n+i)%len(self.vertices) for i in range(len(self.vertices))]
 
-       def pivot_vertices(self, *vt):
-               flags = [(v in vt) for v in self.vertices]
-               l = len(self.vertices)
-               for i in range(l):
-                       if flags[i] and not flags[(i+l-1)%l]:
-                               return self.vertices[i:]+self.vertices[:i]
+       def get_loop_index(self, v):
+               return self.loop_indices[self.vertices.index(v)]
 
        def get_edge(self, v1, v2):
                key = make_edge_key(v1.index, v2.index)
@@ -141,13 +126,11 @@ class Line:
 class UvLayer:
        def __init__(self, arg):
                if type(arg)==str:
-                       self._layer = None
                        self.name = arg
                        self.uvs = []
                else:
-                       self._layer = arg
                        self.name = arg.name
-                       self.uvs = [d.uv for d in self.data]
+                       self.uvs = [mathutils.Vector(d.uv) for d in arg.data]
 
                self.unit = None
                self.hidden = False
@@ -160,51 +143,69 @@ class UvLayer:
                        elif ext==".hidden":
                                self.hidden = True
 
-       def __getattr__(self, attr):
-               return getattr(self._layer, attr)
+
+class ColorLayer:
+       def __init__(self, l):
+               self.name = l.name
+               self.colors = [c.color[:] for c in l.data]
 
 
 class Mesh:
        def __init__(self, mesh):
-               self._mesh = mesh
+               self.name = mesh.name
 
-               self.winding_test = mesh.winding_test
-               self.tbn_vecs = mesh.tbn_vecs
+               self.smoothing = mesh.smoothing
+               self.use_uv = mesh.use_uv
+               self.tangent_uvtex = mesh.tangent_uvtex
+               self.use_strips = mesh.use_strips
                self.vertex_groups = mesh.vertex_groups
 
                # Clone basic data
                self.vertices = [Vertex(v) for v in mesh.vertices]
-               for v in self.vertices:
-                       v.groups = [VertexGroup(g) for g in v.groups]
+               if self.vertex_groups:
+                       for v in self.vertices:
+                               v.groups = [VertexGroup(g) for g in v.groups]
 
                self.faces = [Face(f) for f in mesh.polygons]
                self.edges = [Edge(e) for e in mesh.edges]
                self.loops = mesh.loops[:]
                self.materials = mesh.materials[:]
 
+               self.use_auto_smooth = mesh.use_auto_smooth
+               self.auto_smooth_angle = mesh.auto_smooth_angle
+               self.max_groups_per_vertex = mesh.max_groups_per_vertex
+
                # Clone only the desired UV layers
-               if self.use_uv=='NONE' or not mesh.uv_layers:
+               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 = sorted([u for u in self.uv_layers if not u.hidden], key=(lambda u: (u.unit or 1000, u.name)))
+                       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]
+                       if missing_unit:
+                               missing_unit = sorted(missing_unit, key=(lambda u: u.name))
+                               used_units = [u.unit for u in self.uv_layers if u.unit is not None]
+                               for u, n in zip(missing_unit, (i for i in itertools.count() if i not in used_units)):
+                                       u.unit = n
+
+                       self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
 
-                       if self.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 = []
 
-                       # Assign texture unit numbers to UV layers that lack one
-                       next_unit = max((u.unit+1 for u in self.uv_layers if u.unit is not None), default=0)
-                       for u in self.uv_layers:
-                               if not u.unit:
-                                       u.unit = next_unit
-                                       next_unit += 1
+               self.colors = None
+               if mesh.vertex_colors:
+                       self.colors = ColorLayer(mesh.vertex_colors[0])
 
                # Rewrite links between elements to point to cloned data, or create links
                # where they don't exist
                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:
@@ -221,35 +222,47 @@ class Mesh:
                                v.edges.append(e)
 
                # Store loose edges as lines
-               if self.use_lines:
+               if mesh.use_lines:
                        self.lines = [Line(e) for e in self.edges if not e.faces]
                else:
                        self.lines = []
 
-               self.vertex_sequence = []
+               # 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
 
-       def __getattr__(self, attr):
-               return getattr(self._mesh, attr)
+               self.vertex_sequence = []
 
        def transform(self, matrix):
                for v in self.vertices:
-                       v.co = matrix*v.co
+                       v.co = matrix@v.co
 
        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
-               material_map = []
+               material_atlas = []
                for m in other.materials:
                        if m in self.materials:
-                               material_map.append(self.materials.index(m))
+                               material_atlas.append(self.materials.index(m))
                        else:
-                               material_map.append(len(self.materials))
+                               material_atlas.append(len(self.materials))
                                self.materials.append(m)
 
                # Append data and adjust indices where necessary.  Since the data is
@@ -257,6 +270,15 @@ class Mesh:
                for i, u in enumerate(self.uv_layers):
                        u.uvs += other.uv_layers[i].uvs
 
+               if self.colors:
+                       if other.colors:
+                               self.colors.colors += other.colors.colors
+                       else:
+                               self.colors.colors += [(1.0, 1.0, 1.0, 1.0)]*len(other.loops)
+               elif other.colors:
+                       self.colors = ColorLayer(other.colors.name)
+                       self.colors.colors = [(1.0, 1.0, 1.0, 1.0)]*len(self.loops)+other.colors.colors
+
                offset = len(self.vertices)
                self.vertices += other.vertices
                for v in self.vertices[offset:]:
@@ -269,10 +291,9 @@ class Mesh:
                self.faces += other.faces
                for f in self.faces[offset:]:
                        f.index += offset
-                       f.loop_start += loop_offset
-                       f.loop_indices = range(f.loop_start, f.loop_start+f.loop_total)
+                       f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
                        if other.materials:
-                               f.material_index = material_map[f.material_index]
+                               f.material_index = material_atlas[f.material_index]
 
                offset = len(self.edges)
                self.edges += other.edges
@@ -282,7 +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]
@@ -342,9 +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:
@@ -357,16 +378,17 @@ 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:
+                       return
+
                for v in self.vertices:
                        if v.groups:
                                weight_sum = sum(g.weight for g in v.groups)
@@ -374,6 +396,8 @@ class Mesh:
                                weight_scale = weight_sum/sum(g.weight for g in v.groups)
                                for g in v.groups:
                                        g.weight *= weight_scale
+                       while len(v.groups)<self.max_groups_per_vertex:
+                               v.groups.append(VertexGroup(None))
 
                if obj.parent and obj.parent.type=="ARMATURE":
                        armature = obj.parent.data
@@ -387,26 +411,34 @@ class Mesh:
                                for g in v.groups:
                                        g.group = group_index_map[g.group]
 
-       def prepare_uv(self, obj, progress):
-               if obj.material_tex and self.use_uv!='NONE':
-                       layer = UvLayer("material_tex")
+       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 {}".format(material_atlas.name, self.name))
 
-                       if self.use_uv=='UNIT0':
-                               self.uv_layers = [layer]
-                               layer.unit = 0
-                       else:
-                               self.uv_layers.append(layer)
-                               layer.unit = max((u.unit+1 for u in self.uv_layers if u.unit is not None), default=0)
+               if self.use_uv=='NONE':
+                       return
 
-                       layer.uvs = [None]*len(self.loops)
-                       for f in self.faces:
-                               uv = mathutils.Vector(((f.material_index+0.5)/len(self.materials), 0.5))
-                               for i in f.loop_indices:
-                                       layer.uvs[i] = uv
+               layer = UvLayer("material_atlas")
+               if self.use_uv=='UNIT0':
+                       self.uv_layers = [layer]
+                       layer.unit = 0
+               else:
+                       self.uv_layers.append(layer)
+                       used_units = [u.unit for u in self.uv_layers]
+                       layer.unit = next(i for i in itertools.count() if i not in used_units)
+                       self.uv_layers.sort(key=lambda u: u.unit)
+
+               layer.uvs = [(0.0, 0.0)]*len(self.loops)
+               for f in self.faces:
+                       uv = material_atlas.get_material_uv(self.materials[f.material_index])
+                       for i in f.loop_indices:
+                               layer.uvs[i] = uv
 
+       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']
+               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']
                array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
 
                if array_uv_layers:
@@ -421,50 +453,63 @@ class Mesh:
                                        for i in f.loop_indices:
                                                l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
 
-               # Copy UVs from layers to faces
-               for f in self.faces:
-                       for u in self.uv_layers:
-                               f.uvs.append([u.uvs[i] for i in f.loop_indices])
+               # Split by the UV layer used for tangent vectors first so connectivity
+               # remains intact for tangent vector computation
+               tangent_layer_index = -1
+               if self.tangent_vecs:
+                       if self.tangent_uvtex:
+                               uv_names = [u.name for u in self.uv_layers]
+                               if self.tangent_uvtex in uv_names:
+                                       tangent_layer_index = uv_names.index(self.tangent_uvtex)
+                       elif self.uv_layers[0].unit==0:
+                               tangent_layer_index = 0
+
+                       if tangent_layer_index<0:
+                               raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name))
 
                prog_count = len(self.uv_layers)
-               prog_step = 0
-
-               # Split by the UV layer used for TBN vectors first so connectivity
-               # remains intact for TBN vector computation
-               tbn_layer_index = -1
-               if self.tbn_vecs:
-                       uv_names = [u.name for u in self.uv_layers]
-                       if self.tbn_uvtex in uv_names:
-                               prog_count += 1
-                               tbn_layer_index = uv_names.index(self.tbn_uvtex)
-                               progress.push_task_slice("Computing TBN", 0, prog_count)
-                               self.split_vertices(self.find_uv_group, progress, tbn_layer_index)
-                               progress.set_task_slice(self.tbn_uvtex, 1, prog_count)
-                               self.compute_tbn(tbn_layer_index, progress)
-                               progress.pop_task()
-                               prog_step = 2
+               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==tbn_layer_index:
+                       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 faces to vertices
+               # Copy UVs from layers to vertices
                for v in self.vertices:
                        if v.faces:
                                # All faces still connected to the vertex have the same UV value
                                f = v.faces[0]
-                               i = f.vertices.index(v)
-                               v.uvs = [u[i] for u in f.uvs]
+                               i = f.get_loop_index(v)
+                               v.uvs = [u.uvs[i] for u in self.uv_layers]
                        else:
                                v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
 
-       def split_vertices(self, find_group_func, progress, *args):
+       def prepare_colors(self, task):
+               if not self.colors:
+                       return
+
+               self.split_vertices(self.find_color_group, task)
+
+               for v in self.vertices:
+                       if v.faces:
+                               f = v.faces[0]
+                               v.color = self.colors.colors[f.get_loop_index(v)]
+                       else:
+                               v.color = (1.0, 1.0, 1.0, 1.0)
+
+       def split_vertices(self, find_group_func, task, *args):
                vertex_count = len(self.vertices)
                for i in range(vertex_count):
                        v = self.vertices[i]
@@ -516,7 +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
@@ -538,24 +583,37 @@ class Mesh:
                return group
 
        def find_uv_group(self, vertex, face, index):
-               uv = face.uvs[index][face.vertices.index(vertex)]
+               layer = self.uv_layers[index]
+               uv = layer.uvs[face.get_loop_index(vertex)]
                face.flag = True
 
                group = [face]
                for f in vertex.faces:
-                       if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv:
+                       if not f.flag and layer.uvs[f.get_loop_index(vertex)]==uv:
                                f.flag = True
                                group.append(f)
 
                return group
 
-       def compute_normals(self, progress):
+       def find_color_group(self, vertex, face):
+               color = self.colors.colors[face.get_loop_index(vertex)]
+               face.flag = True
+
+               group = [face]
+               for f in vertex.faces:
+                       if not f.flag and self.colors.colors[f.get_loop_index(vertex)]==color:
+                               f.flag = True
+                               group.append(f)
+
+               return group
+
+       def compute_normals(self, task):
                for i, v in enumerate(self.vertices):
                        v.normal = mathutils.Vector()
                        for f in v.faces:
-                               fv = f.pivot_vertices(v)
-                               edge1 = fv[1].co-fv[0].co
-                               edge2 = fv[-1].co-fv[0].co
+                               vi = f.pivot_vertex(v)
+                               edge1 = f.vertices[vi[1]].co-v.co
+                               edge2 = f.vertices[vi[-1]].co-v.co
                                if edge1.length and edge2.length:
                                        # Use the angle between edges as a weighting factor.  This gives
                                        # more consistent normals on bends with an inequal number of
@@ -567,16 +625,13 @@ 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_tbn(self, index, progress):
-               # This function is called at an early stage during UV preparation when
-               # face UVs are not available yet
+       def compute_tangents(self, index, task):
                layer_uvs = self.uv_layers[index].uvs
 
                for i, v in enumerate(self.vertices):
                        v.tan = mathutils.Vector()
-                       v.bino = mathutils.Vector()
                        for f in v.faces:
                                vi = f.pivot_vertex(v)
                                uv0 = layer_uvs[f.loop_indices[vi[0]]]
@@ -592,20 +647,17 @@ class Mesh:
                                if div:
                                        mul = edge1.angle(edge2)/div
                                        v.tan += (edge1*dv2-edge2*dv1)*mul
-                                       v.bino += (edge2*du1-edge1*du2)*mul
 
                        if v.tan.length:
                                v.tan.normalize()
-                       if v.bino.length:
-                               v.bino.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:
@@ -632,13 +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
 
@@ -656,7 +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 = []
@@ -714,7 +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):
@@ -731,30 +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 drop_references(self):
-               for v in self.vertices:
-                       v._vertex = None
-                       for g in v.groups:
-                               g._group = None
-               for e in self.edges:
-                       e._edge = None
-               for f in self.faces:
-                       f._face = None
-               for u in self.uv_layers:
-                       u._layer = None
-               self._mesh = None
-
 
-def create_mesh_from_object(context, obj, progress):
+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
@@ -765,47 +808,50 @@ def create_mesh_from_object(context, obj, progress):
                        if c.type=="MESH" and c.compound:
                                objs.append((c, m*c.matrix_local))
 
+       dg = ctx.context.evaluated_depsgraph_get()
+
        mesh = None
-       bmeshes = []
        for o, m in objs:
-               bmesh = o.to_mesh(context.scene, True, "PREVIEW")
-               bmeshes.append(bmesh)
+               eval_obj = o.evaluated_get(dg)
+               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
                bmesh.max_groups_per_vertex = o.data.max_groups_per_vertex
                bmesh.use_uv = o.data.use_uv
-               bmesh.tbn_vecs = o.data.tbn_vecs
-               bmesh.tbn_uvtex = o.data.tbn_uvtex
+               bmesh.tangent_vecs = o.data.tangent_vecs
+               bmesh.tangent_uvtex = o.data.tangent_uvtex
 
                me = Mesh(bmesh)
                me.transform(m)
 
+               for i, s in enumerate(eval_obj.material_slots):
+                       if s.link=='OBJECT':
+                               me.materials[i] = s.material
+
                if mesh:
                        mesh.splice(me)
                else:
                        mesh = me
 
-       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)
+       mesh.name = obj.data.name
+
+       if material_atlas:
+               mesh.apply_material_atlas(material_atlas)
+
+       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, 0.8)
-       mesh.prepare_uv(obj, progress)
-       progress.set_task("Render sequence", 0.8, 1.0)
-       mesh.prepare_sequence(progress)
-
-       # Discard the temporary Blender meshes after making sure there's no
-       # references to the data
-       mesh.drop_references()
-       for m in bmeshes:
-               bpy.data.meshes.remove(m)
-
-       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