]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/mesh.py
Add a bunch of comments to the Mesh class in the Blender exporter
[libs/gl.git] / blender / io_mspgl / mesh.py
index 62d7506303b349d9e3af9f914f5b4e39d0e6319f..b58637b7f76bb00515c82f29d211c7a380d51395 100644 (file)
@@ -6,19 +6,19 @@ def make_edge_key(i1, i2):
        return (min(i1, i2), max(i1, i2))
 
 class Edge:
-       def __init__(self, me):
-               if me.__class__==Edge:
-                       self._medge = me._medge
-                       self.vertices = me.vertices[:]
-                       self.smooth = me.smooth
+       def __init__(self, edge):
+               if edge.__class__==Edge:
+                       self._edge = edge._edge
+                       self.vertices = edge.vertices[:]
+                       self.smooth = edge.smooth
                else:
-                       self._medge = me
+                       self._edge = edge
                        self.smooth = False
-               self.key = me.key
+               self.key = edge.key
                self.faces = []
 
        def __getattr__(self, attr):
-               return getattr(self._medge, attr)
+               return getattr(self._edge, attr)
 
        def check_smooth(self, limit):
                if len(self.faces)!=2:
@@ -44,27 +44,27 @@ class Edge:
 
 
 class Vertex:
-       def __init__(self, mv):
-               if mv.__class__==Vertex:
-                       self._mvert = mv._mvert
-                       self.uvs = mv.uvs[:]
-                       self.tan = mv.tan
-                       self.bino = mv.bino
+       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._mvert = mv
+                       self._vertex = vertex
                        self.uvs = []
                        self.tan = None
                        self.bino = None
-               self.index = mv.index
-               self.co = mv.co
-               self.normal = mv.normal
+               self.index = vertex.index
+               self.co = vertex.co
+               self.normal = vertex.normal
                self.flag = False
                self.edges = []
                self.faces = []
-               self.groups = mv.groups[:]
+               self.groups = vertex.groups[:]
 
        def __getattr__(self, attr):
-               return getattr(self._mvert, attr)
+               return getattr(self._vertex, attr)
 
        def __cmp__(self, other):
                if other is None:
@@ -73,32 +73,36 @@ class Vertex:
 
 
 class VertexGroup:
-       def __init__(self, base):
-               self._base = base
-               self.group = base.group
-               self.weight = base.weight
+       def __init__(self, group):
+               self._group = group
+               self.group = group.group
+               self.weight = group.weight
 
        def __getattr__(self, attr):
-               return getattr(self._mvert, attr)
+               return getattr(self._group, attr)
 
 
 class Face:
-       def __init__(self, mf):
-               self._mface = mf
-               self.index = mf.index
+       def __init__(self, face):
+               self._face = face
+               self.index = face.index
                self.edges = []
-               self.vertices = mf.vertices[:]
+               self.vertices = face.vertices[:]
                self.uvs = []
                self.flag = False
 
        def __getattr__(self, attr):
-               return getattr(self._mface, attr)
+               return getattr(self._face, attr)
 
        def __cmp__(self, other):
                if other is None:
                        return 1
                return cmp(self.index, other.index)
 
+       def pivot_vertex(self, v):
+               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)
@@ -156,38 +160,43 @@ class UvLayer:
 
 
 class Mesh:
-       def __init__(self, m):
-               self._mesh = m
+       def __init__(self, mesh):
+               self._mesh = mesh
 
-               self.winding_test = m.winding_test
-               self.tbn_vecs = m.tbn_vecs
-               self.vertex_groups = m.vertex_groups
+               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]
+               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.edge_map = {e.key: e for e in self.edges}
                self.loops = self.loops[:]
-
                self.materials = self.materials[:]
-               if self.use_uv=='NONE':
+
+               # Clone only the desired UV layers
+               if self.use_uv=='NONE' or not self.uv_layers:
                        self.uv_layers = []
-               elif 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)))
 
                        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
 
-               for v in self.vertices:
-                       v.groups = [VertexGroup(g) for g in v.groups]
-
+               # 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")
@@ -197,7 +206,7 @@ class Mesh:
                                v.faces.append(f)
 
                        for k in f.edge_keys:
-                               e = self.edge_map[k]
+                               e = edge_map[k]
                                e.faces.append(f)
                                f.edges.append(e)
 
@@ -206,6 +215,7 @@ class Mesh:
                        for v in e.vertices:
                                v.edges.append(e)
 
+               # Store loose edges as lines
                if self.use_lines:
                        self.lines = [Line(e) for e in self.edges if not e.faces]
                else:
@@ -225,6 +235,8 @@ class Mesh:
                        if u.name!=other.uv_layers[i].name:
                                raise ValueError("Meshes have incompatible UV layers")
 
+               # Merge materials and form a lookup from source material indices to the
+               # merged material list
                material_map = []
                for m in other.materials:
                        if m in self.materials:
@@ -233,6 +245,8 @@ class Mesh:
                                material_map.append(len(self.materials))
                                self.materials.append(m)
 
+               # Append data and adjust indices where necessary.  Since the data is
+               # spliced from the source mesh, rebuilding references is not necessary.
                for i, u in enumerate(self.uv_layers):
                        u.uvs += other.uv_layers[i].uvs
 
@@ -258,11 +272,10 @@ class Mesh:
                for e in self.edges[offset:]:
                        e.index += offset
                        e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
-                       self.edge_map[e.key] = e
 
                self.lines += other.lines
 
-       def prepare_smoothing(self, progress=None):
+       def prepare_smoothing(self, progress):
                smooth_limit = -1
                if self.smoothing=='NONE':
                        for f in self.faces:
@@ -275,10 +288,14 @@ 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)
 
                if self.smoothing!='BLENDER':
-                       self.compute_normals()
+                       progress.set_task("Updating normals", 0.7, 1.0)
+                       self.compute_normals(progress)
+
+               progress.pop_task()
 
        def prepare_vertex_groups(self, obj):
                for v in self.vertices:
@@ -301,7 +318,7 @@ class Mesh:
                                for g in v.groups:
                                        g.group = group_index_map[g.group]
 
-       def prepare_uv(self, obj, progress=None):
+       def prepare_uv(self, obj, progress):
                if obj.material_tex and self.use_uv!='NONE':
                        layer = UvLayer("material_tex")
 
@@ -318,6 +335,8 @@ class Mesh:
                                for i in f.loop_indices:
                                        layer.uvs[i] = uv
 
+               # 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 = [u for u in self.uv_layers if u.name in array_uv_layers]
 
@@ -333,23 +352,43 @@ 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])
 
+               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)
-                               self.compute_tbn(tbn_layer_index)
+                               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
+
+               # Split by the remaining UV layers
+               for i, u in enumerate(self.uv_layers):
+                       if i==tbn_layer_index:
+                               continue
 
-               for i in range(len(self.uv_layers)):
+                       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
 
+               # Copy UVs from faces 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]
@@ -357,63 +396,58 @@ class Mesh:
                                v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
 
        def split_vertices(self, find_group_func, progress, *args):
-               groups = []
-               for i in range(len(self.vertices)):
+               vertex_count = len(self.vertices)
+               for i in range(vertex_count):
                        v = self.vertices[i]
                        for f in v.faces:
                                f.flag = False
 
-                       vg = []
+                       # Find all groups of faces on this vertex
+                       groups = []
                        for f in v.faces:
                                if not f.flag:
-                                       vg.append(find_group_func(v, f, *args))
+                                       groups.append(find_group_func(v, f, *args))
 
-                       groups.append(vg)
+                       # Give groups after the first separate copies of the vertex
+                       for g in groups[1:]:
+                               nv = Vertex(v)
+                               nv.index = len(self.vertices)
+                               self.vertices.append(nv)
 
-                       if progress:
-                               progress.set_progress(i*0.5/len(self.vertices))
-
-               for i in range(len(self.vertices)):
-                       for g in groups[i][1:]:
-                               v = Vertex(self.vertices[i])
-                               v.index = len(self.vertices)
-                               self.vertices.append(v)
-
-                               v_edges = []
-                               for e in self.vertices[i].edges:
+                               for e in v.edges:
                                        e_faces_in_g = [f for f in e.faces if f in g]
-                                       if e_faces_in_g:
-                                               boundary = len(e_faces_in_g)<len(e.faces)
-                                               v_edges.append((e, boundary, e_faces_in_g))
+                                       if not e_faces_in_g:
+                                               continue
 
-                               for e, boundary, e_faces_in_g in v_edges:
-                                       if boundary:
+                                       if len(e_faces_in_g)<len(e.faces):
+                                               # Create a copy of an edge at the boundary of the group
                                                ne = Edge(e)
                                                ne.index = len(self.edges)
                                                self.edges.append(ne)
 
+                                               ne.other_vertex(v).edges.append(ne)
+
                                                for f in e_faces_in_g:
                                                        e.faces.remove(f)
                                                        f.edges[f.edges.index(e)] = ne
                                                        ne.faces.append(f)
+
                                                e = ne
-                                       else:
-                                               del self.edge_map[e.key]
-                                               self.vertices[i].edges.remove(e)
-                                               v.edges.append(e)
 
-                                       e.vertices[e.vertices.index(self.vertices[i])] = v
+                                       e.vertices[e.vertices.index(v)] = nv
+                                       nv.edges.append(e)
 
                                        e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
-                                       self.edge_map[e.key] = e
+
+                               # Filter out any edges that were removed from the original vertex
+                               v.edges = [e for e in v.edges if v in e.vertices]
 
                                for f in g:
-                                       self.vertices[i].faces.remove(f)
-                                       f.vertices[f.vertices.index(self.vertices[i])] = v
-                                       v.faces.append(f)
+                                       v.faces.remove(f)
+                                       f.vertices[f.vertices.index(v)] = nv
+                                       nv.faces.append(f)
 
-                       if progress:
-                               progress.set_progress(0.5+i*0.5/len(self.vertices))
+                       progress.set_progress(i/vertex_count)
 
        def find_smooth_group(self, vertex, face):
                face.flag = True
@@ -446,14 +480,17 @@ class Mesh:
 
                return group
 
-       def compute_normals(self):
-               for v in self.vertices:
+       def compute_normals(self, progress):
+               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
                                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
+                                       # faces on each side.
                                        v.normal += f.normal*edge1.angle(edge2)
 
                        if v.normal.length:
@@ -461,23 +498,27 @@ class Mesh:
                        else:
                                v.normal = mathutils.Vector((0, 0, 1))
 
-       def compute_tbn(self, index):
+                       progress.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
                layer_uvs = self.uv_layers[index].uvs
 
-               for v in self.vertices:
+               for i, v in enumerate(self.vertices):
                        v.tan = mathutils.Vector()
                        v.bino = mathutils.Vector()
                        for f in v.faces:
-                               vi = f.vertices.index(v)
-                               uv0 = layer_uvs[f.loop_indices[vi]]
-                               uv1 = layer_uvs[f.loop_indices[vi+1]]
-                               uv2 = layer_uvs[f.loop_indices[vi-1]]
+                               vi = f.pivot_vertex(v)
+                               uv0 = layer_uvs[f.loop_indices[vi[0]]]
+                               uv1 = layer_uvs[f.loop_indices[vi[1]]]
+                               uv2 = layer_uvs[f.loop_indices[vi[-1]]]
                                du1 = uv1[0]-uv0[0]
                                du2 = uv2[0]-uv0[0]
                                dv1 = uv1[1]-uv0[1]
                                dv2 = uv2[1]-uv0[1]
-                               edge1 = f.vertices[vi+1].co-f.vertices[vi].co
-                               edge2 = f.vertices[vi-1].co-f.vertices[vi].co
+                               edge1 = f.vertices[vi[1]].co-f.vertices[vi[0]].co
+                               edge2 = f.vertices[vi[-1]].co-f.vertices[vi[0]].co
                                div = (du1*dv2-du2*dv1)
                                if div:
                                        mul = edge1.angle(edge2)/div
@@ -489,15 +530,17 @@ class Mesh:
                        if v.bino.length:
                                v.bino.normalize()
 
+                       progress.set_progress(i/len(self.vertices))
+
        def drop_references(self):
                for v in self.vertices:
-                       v._mvert = None
+                       v._vertex = None
                        for g in v.groups:
-                               g._base = None
+                               g._group = None
                for e in self.edges:
-                       e._medge = None
+                       e._edge = None
                for f in self.faces:
-                       f._mface = None
+                       f._face = None
                for u in self.uv_layers:
                        u._layer = None
                self._mesh = None
@@ -547,10 +590,12 @@ class Mesh:
 
                return result
 
-def create_mesh_from_object(context, obj, progress=None):
+def create_mesh_from_object(context, obj, progress):
        if obj.type!="MESH":
                raise Exception("Object is not a mesh")
 
+       progress.push_task("Preparing mesh", 0.0, 0.3)
+
        objs = [(obj, mathutils.Matrix())]
        i = 0
        while i<len(objs):
@@ -565,6 +610,17 @@ def create_mesh_from_object(context, obj, progress=None):
        for o, m in objs:
                bmesh = o.to_mesh(context.scene, True, "PREVIEW")
                bmeshes.append(bmesh)
+
+               # 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
+
                me = Mesh(bmesh)
                me.transform(m)
 
@@ -573,12 +629,19 @@ def create_mesh_from_object(context, obj, progress=None):
                else:
                        mesh = me
 
+       progress.set_task("Smoothing", 0.3, 0.6)
        mesh.prepare_smoothing(progress)
+       progress.set_task("Vertex groups", 0.6, 0.7)
        mesh.prepare_vertex_groups(obj)
+       progress.set_task("Preparing UVs", 0.7, 1.0)
        mesh.prepare_uv(obj, 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()
+
        return mesh