]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/mesh.py
Refactor the mesh exporter to use UVs directly from UV layers
[libs/gl.git] / blender / io_mspgl / mesh.py
index f357936275ae6d352a5c6ad983dccf4d809c4421..f5665256b2eeced61c654abc329d4849e45d82cf 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))
@@ -8,10 +9,8 @@ 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 +20,6 @@ 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 +46,21 @@ 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.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 +69,22 @@ 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)
-
 
 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 +94,8 @@ 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 +124,11 @@ 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
@@ -160,16 +141,16 @@ class UvLayer:
                        elif ext==".hidden":
                                self.hidden = True
 
-       def __getattr__(self, attr):
-               return getattr(self._layer, attr)
-
 
 class Mesh:
        def __init__(self, mesh):
-               self._mesh = mesh
+               self.name = mesh.name
 
                self.winding_test = mesh.winding_test
+               self.smoothing = mesh.smoothing
+               self.use_uv = mesh.use_uv
                self.tbn_vecs = mesh.tbn_vecs
+               self.tbn_uvtex = mesh.tbn_uvtex
                self.vertex_groups = mesh.vertex_groups
 
                # Clone basic data
@@ -182,22 +163,29 @@ class Mesh:
                self.loops = mesh.loops[:]
                self.materials = mesh.materials[:]
 
+               self.use_auto_smooth = mesh.use_auto_smooth
+               self.auto_smooth_angle = mesh.auto_smooth_angle
+
                # 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)))
-
-                       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
+                       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 mesh.use_uv=='UNIT0':
+                               self.uv_layers = [self.uv_layers[0]]
+                               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
@@ -221,19 +209,16 @@ 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 = []
 
-       def __getattr__(self, attr):
-               return getattr(self._mesh, attr)
-
        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):
@@ -269,8 +254,7 @@ 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]
 
@@ -387,26 +371,34 @@ 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_map(self, material_map):
+               for m in self.materials:
+                       if m.name not in material_map.material_names:
+                               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']
+               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:
@@ -421,11 +413,6 @@ 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
 
@@ -443,6 +430,8 @@ class Mesh:
                                self.compute_tbn(tbn_layer_index, progress)
                                progress.pop_task()
                                prog_step = 2
+                       else:
+                               raise Exception("TBN UV layer not found")
 
                # Split by the remaining UV layers
                for i, u in enumerate(self.uv_layers):
@@ -454,13 +443,13 @@ class Mesh:
                        progress.pop_task()
                        prog_step += 1
 
-               # 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)
 
@@ -538,12 +527,13 @@ 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)
 
@@ -553,9 +543,9 @@ class Mesh:
                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
@@ -736,21 +726,8 @@ class Mesh:
                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(context, obj, progress, *, material_map=None):
        if obj.type!="MESH":
                raise Exception("Object is not a mesh")
 
@@ -765,11 +742,12 @@ def create_mesh_from_object(context, obj, progress):
                        if c.type=="MESH" and c.compound:
                                objs.append((c, m*c.matrix_local))
 
+       dg = 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
@@ -784,11 +762,20 @@ def create_mesh_from_object(context, obj, progress):
                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
 
+       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)
@@ -796,16 +783,10 @@ 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)
 
-       # 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