]> 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 c3767bd9f18884718941977115da2d66f3a1a756..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))
@@ -60,8 +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 = []
@@ -114,7 +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:
@@ -143,10 +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
@@ -166,37 +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
@@ -386,23 +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']
@@ -749,7 +764,7 @@ class Mesh:
                self._mesh = None
 
 
-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")
 
@@ -788,6 +803,11 @@ def create_mesh_from_object(context, obj, progress):
                else:
                        mesh = me
 
+       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)
@@ -795,7 +815,7 @@ def create_mesh_from_object(context, obj, progress):
        progress.set_task("Vertex groups", 0.5, 0.6)
        mesh.prepare_vertex_groups(obj)
        progress.set_task("Preparing UVs", 0.6, 0.8)
-       mesh.prepare_uv(obj, progress)
+       mesh.prepare_uv(progress)
        progress.set_task("Render sequence", 0.8, 1.0)
        mesh.prepare_sequence(progress)