]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/mesh.py
Fix a data corruption issue in mesh exporter
[libs/gl.git] / blender / io_mspgl / mesh.py
index b58637b7f76bb00515c82f29d211c7a380d51395..91648d28e5b28b1ab6db369586b46d974b0c332e 100644 (file)
@@ -1,6 +1,7 @@
 import bpy
 import math
 import mathutils
+import itertools
 
 def make_edge_key(i1, i2):
        return (min(i1, i2), max(i1, i2))
@@ -9,12 +10,16 @@ class Edge:
        def __init__(self, edge):
                if edge.__class__==Edge:
                        self._edge = edge._edge
-                       self.vertices = edge.vertices[:]
                        self.smooth = edge.smooth
                else:
                        self._edge = edge
                        self.smooth = False
-               self.key = edge.key
+               if edge:
+                       self.vertices = edge.vertices[:]
+                       self.key = edge.key
+               else:
+                       self.vertices = []
+                       self.key = None
                self.faces = []
 
        def __getattr__(self, attr):
@@ -56,8 +61,8 @@ class Vertex:
                        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.flag = False
                self.edges = []
                self.faces = []
@@ -110,7 +115,7 @@ class Face:
                        if flags[i] and not flags[(i+l-1)%l]:
                                return self.vertices[i:]+self.vertices[:i]
 
-       def get_edge(self, v1, v2):     
+       def get_edge(self, v1, v2):
                key = make_edge_key(v1.index, v2.index)
                for e in self.edges:
                        if e.key==key:
@@ -139,10 +144,11 @@ class UvLayer:
                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 self.data]
 
                self.unit = None
                self.hidden = False
@@ -162,37 +168,42 @@ class UvLayer:
 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.vertex_groups = mesh.vertex_groups
 
                # Clone basic data
-               self.vertices = [Vertex(v) for v in self.vertices]
+               self.vertices = [Vertex(v) for v in mesh.vertices]
                for v in self.vertices:
                        v.groups = [VertexGroup(g) for g in v.groups]
 
-               self.faces = [Face(f) for f in self.polygons]
-               self.edges = [Edge(e) for e in self.edges]
-               self.loops = self.loops[:]
-               self.materials = self.materials[:]
+               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[:]
 
                # Clone only the desired UV layers
-               if self.use_uv=='NONE' or not self.uv_layers:
+               if self.use_uv=='NONE' or not mesh.uv_layers:
                        self.uv_layers = []
                else:
-                       self.uv_layers = [UvLayer(u) for u in self.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]
+
+                       # 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':
                                self.uv_layers = [self.uv_layers[0]]
-
-                       # 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
+                               if self.uv_layers[0].unit!=0:
+                                       self.uv_layers = []
 
                # Rewrite links between elements to point to cloned data, or create links
                # where they don't exist
@@ -221,6 +232,8 @@ class Mesh:
                else:
                        self.lines = []
 
+               self.vertex_sequence = []
+
        def __getattr__(self, attr):
                return getattr(self._mesh, attr)
 
@@ -275,6 +288,68 @@ class Mesh:
 
                self.lines += other.lines
 
+       def prepare_triangles(self, progress):
+               face_count = len(self.faces)
+               for i in range(face_count):
+                       f = self.faces[i]
+                       nverts = len(f.vertices)
+                       if nverts==3:
+                               continue
+
+                       # Calculate normals at each vertex of the face
+                       edge_vecs = []
+                       for j in range(nverts):
+                               edge_vecs.append(f.vertices[(j+1)%nverts].co-f.vertices[j].co)
+
+                       normals = []
+                       for j in range(nverts):
+                               normals.append(edge_vecs[j-1].cross(edge_vecs[j]).normalized())
+
+                       # Check which diagonal results in a flatter triangulation
+                       flatness1 = normals[0].dot(normals[2])
+                       flatness2 = normals[1].dot(normals[3])
+                       cut_index = 1 if flatness1>flatness2 else 0
+
+                       nf = Face(f)
+                       nf.index = len(self.faces)
+                       self.faces.append(nf)
+
+                       ne = Edge(None)
+                       ne.index = len(self.edges)
+                       self.edges.append(ne)
+
+                       nf.vertices = [f.vertices[cut_index], f.vertices[2], f.vertices[3]]
+                       nf.loop_indices = [f.loop_indices[cut_index], f.loop_indices[2], f.loop_indices[3]]
+                       for v in nf.vertices:
+                               v.faces.append(nf)
+
+                       ne.vertices = [f.vertices[cut_index], f.vertices[2+cut_index]]
+                       for v in ne.vertices:
+                               v.edges.append(ne)
+                       ne.key = make_edge_key(ne.vertices[0].index, ne.vertices[1].index)
+                       ne.smooth = True
+
+                       f.vertices[3-cut_index].faces.remove(f)
+                       del f.vertices[3-cut_index]
+                       f.loop_indices = [f.loop_indices[0], f.loop_indices[1], f.loop_indices[2+cut_index]]
+
+                       ne.faces = [f, nf]
+                       if cut_index==0:
+                               nf.edges = [ne, f.edges[2], f.edges[3]]
+                               f.edges = [f.edges[0], f.edges[1], ne]
+                       else:
+                               nf.edges = [f.edges[1], f.edges[2], ne]
+                               f.edges = [f.edges[0], ne, f.edges[3]]
+                       for e in nf.edges:
+                               if e!=ne:
+                                       e.faces.remove(f)
+                                       e.faces.append(nf)
+
+                       f.normal = normals[1-cut_index]
+                       nf.normal = normals[3-cut_index]
+
+                       progress.set_progress(i/face_count)
+
        def prepare_smoothing(self, progress):
                smooth_limit = -1
                if self.smoothing=='NONE':
@@ -318,23 +393,31 @@ 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_map(self, material_map):
+               for m in self.materials:
+                       if m not in material_map.materials:
+                               raise Exception("Material map is not compatible with Mesh")
 
-                       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_map")
+               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_map.get_material_uv(self.materials[f.material_index])
+                       for i in f.loop_indices:
+                               layer.uvs[i] = uv
 
+       def prepare_uv(self, progress):
                # 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']
@@ -532,6 +615,141 @@ class Mesh:
 
                        progress.set_progress(i/len(self.vertices))
 
+       def prepare_sequence(self, progress):
+               progress.push_task("Reordering faces", 0.0, 0.5)
+               self.reorder_faces(progress)
+
+               progress.set_task("Building sequence", 0.5, 1.0)
+               sequence = None
+               for i, f in enumerate(self.faces):
+                       if sequence:
+                               if len(sequence)==3:
+                                       # Rotate the first three vertices so that the new face can be added
+                                       if sequence[0] in f.vertices and sequence[1] not in f.vertices:
+                                               sequence.append(sequence[0])
+                                               del sequence[0]
+                                       elif sequence[2] not in f.vertices and sequence[1] in f.vertices:
+                                               sequence.insert(0, sequence[-1])
+                                               del sequence[-1]
+
+                               if sequence[-1] not in f.vertices:
+                                       sequence = None
+                               else:
+                                       to_add = [v for v in f.vertices if v!=sequence[-1] and v!=sequence[-2]]
+                                       if len(to_add)==2:
+                                               if (f.vertices[1]==sequence[-1]) != (len(sequence)%2==1):
+                                                       to_add.reverse()
+                                               sequence.append(sequence[-1])
+                                       sequence += to_add
+
+                       if not sequence:
+                               sequence = f.vertices[:]
+                               self.vertex_sequence.append(sequence)
+
+                       progress.set_progress(i/len(self.faces))
+
+               progress.pop_task()
+
+               self.reorder_vertices()
+
+       def reorder_faces(self, progress):
+               # Tom Forsyth's vertex cache optimization algorithm
+               # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
+
+               for f in self.faces:
+                       f.flag = False
+
+               last_triangle_score = 0.75
+               cache_decay_power = 1.5
+               valence_boost_scale = 2.0
+               valence_boost_power = -0.5
+
+               max_cache_size = 32
+               cached_vertices = []
+
+               # 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)
+
+               face = None
+               reordered_faces = []
+
+               n_processed = 0
+               while 1:
+                       if not face:
+                               # Previous iteration gave no candidate for best face (or this is
+                               # the first iteration).  Scan all faces for the highest score.
+                               best_score = 0
+                               for f in self.faces:
+                                       if f.flag:
+                                               continue
+
+                                       score = sum(vertex_info[v.index][0] for v in f.vertices)
+                                       if score>best_score:
+                                               best_score = score
+                                               face = f
+
+                       if not face:
+                               break
+
+                       reordered_faces.append(face)
+                       face.flag = True
+
+                       for v in face.vertices:
+                               vertex_info[v.index][1] -= 1
+
+                               # Shuffle the vertex into the front of the cache
+                               if v in cached_vertices:
+                                       cached_vertices.remove(v)
+                               cached_vertices.insert(0, v)
+
+                       # Update scores for all vertices in the cache
+                       for i, v in enumerate(cached_vertices):
+                               score = 0
+                               if i<3:
+                                       score += last_triangle_score
+                               elif i<max_cache_size:
+                                       score += (1-(i-3)/(max_cache_size-3))**cache_decay_power
+                               if vertex_info[v.index][1]:
+                                       score += valence_boost_scale*(vertex_info[v.index][1]**valence_boost_power)
+                               vertex_info[v.index][0] = score
+
+                       face = None
+                       best_score = 0
+                       for v in cached_vertices:
+                               for f in v.faces:
+                                       if not f.flag:
+                                               score = sum(vertex_info[fv.index][0] for fv in f.vertices)
+                                               if score>best_score:
+                                                       best_score = score
+                                                       face = f
+
+                       del cached_vertices[max_cache_size:]
+
+                       n_processed += 1
+                       progress.set_progress(n_processed/len(self.faces))
+
+               self.faces = reordered_faces
+               for i, f in enumerate(self.faces):
+                       f.index = i
+
+       def reorder_vertices(self):
+               for v in self.vertices:
+                       v.index = -1
+
+               reordered_vertices = []
+               for s in self.vertex_sequence:
+                       for v in s:
+                               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
@@ -545,56 +763,12 @@ class Mesh:
                        u._layer = None
                self._mesh = None
 
-       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 other and not other.flag:
-                               edge = e
-                               break
-
-               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]]
-               else:
-                       result = [vertices[-2], vertices[-1]]
-
-               while 1:
-                       face.flag = True
-
-                       vertices = face.pivot_vertices(*result[-2:])
-                       k = len(result)%2
 
-                       # 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(vertices)==4 and k:
-                               result.append(vertices[3])
-
-                       if len(result)>=max_len:
-                               break
-
-                       # Hop over the last edge
-                       edge = face.get_edge(*result[-2:])
-                       face = edge.other_face(face)
-                       if not face or face.flag:
-                               break
-
-               return result
-
-def create_mesh_from_object(context, obj, progress):
+def create_mesh_from_object(context, obj, progress, *, material_map=None):
        if obj.type!="MESH":
                raise Exception("Object is not a mesh")
 
-       progress.push_task("Preparing mesh", 0.0, 0.3)
+       progress.push_task("Preparing mesh", 0.0, 0.2)
 
        objs = [(obj, mathutils.Matrix())]
        i = 0
@@ -629,12 +803,21 @@ def create_mesh_from_object(context, obj, progress):
                else:
                        mesh = me
 
-       progress.set_task("Smoothing", 0.3, 0.6)
+       mesh.name = obj.data.name
+
+       if material_map:
+               mesh.apply_material_map(material_map)
+
+       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", 0.6, 0.7)
+       progress.set_task("Vertex groups", 0.5, 0.6)
        mesh.prepare_vertex_groups(obj)
-       progress.set_task("Preparing UVs", 0.7, 1.0)
-       mesh.prepare_uv(obj, progress)
+       progress.set_task("Preparing UVs", 0.6, 0.8)
+       mesh.prepare_uv(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