X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=91648d28e5b28b1ab6db369586b46d974b0c332e;hp=077acc2e57014227a652ad64ff268061b18c1e7b;hb=aa1ef522b3b2bdde8f005878fed6668f52b8d949;hpb=3b14c996f1249a3e8660a699bb9e16815344bdf2 diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index 077acc2e..91648d28 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -1,24 +1,29 @@ import bpy import math import mathutils +import itertools 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.smooth = edge.smooth else: - self._medge = me + self._edge = edge self.smooth = False - self.key = me.key + if edge: + self.vertices = edge.vertices[:] + self.key = edge.key + else: + self.vertices = [] + self.key = None 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 +49,27 @@ 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 = mathutils.Vector(vertex.co) + self.normal = mathutils.Vector(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: @@ -73,26 +78,26 @@ 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: @@ -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 @@ -160,37 +166,47 @@ class UvLayer: class Mesh: - def __init__(self, m): - self._mesh = m + def __init__(self, mesh): + self._mesh = mesh + self.name = mesh.name - 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 mesh.vertices] + for v in self.vertices: + v.groups = [VertexGroup(g) for g in v.groups] - self.vertices = [Vertex(v) for v in self.vertices] - self.faces = [Face(f) for f in self.polygons] - self.edges = [Edge(e) for e in self.edges] - self.loops = self.loops[:] + 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.materials = self.materials[:] - if self.use_uv=='NONE' or not self.uv_layers: + # Clone only the desired 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] - if self.use_uv=='UNIT0': - self.uv_layers = [self.uv_layers[0]] + # 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 - 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.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit)) - for v in self.vertices: - v.groups = [VertexGroup(g) for g in v.groups] + if self.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 edge_map = {e.key: e for e in self.edges} for f in self.faces: if len(f.vertices)>4: @@ -210,11 +226,14 @@ 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: self.lines = [] + self.vertex_sequence = [] + def __getattr__(self, attr): return getattr(self._mesh, attr) @@ -229,6 +248,8 @@ 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: @@ -237,6 +258,8 @@ 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 @@ -265,6 +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': @@ -308,23 +393,33 @@ 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'] array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers] @@ -340,6 +435,7 @@ 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]) @@ -347,6 +443,8 @@ class Mesh: 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] @@ -360,6 +458,7 @@ class Mesh: 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 @@ -369,8 +468,10 @@ class Mesh: 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] @@ -384,11 +485,13 @@ class Mesh: for f in v.faces: f.flag = False + # Find all groups of faces on this vertex groups = [] for f in v.faces: if not f.flag: groups.append(find_group_func(v, f, *args)) + # Give groups after the first separate copies of the vertex for g in groups[1:]: nv = Vertex(v) nv.index = len(self.vertices) @@ -400,6 +503,7 @@ class Mesh: continue if len(e_faces_in_g)best_score: + best_score = score + face = f + + if not face: + break + + reordered_faces.append(face) face.flag = True - vertices = face.pivot_vertices(*result[-2:]) - k = len(result)%2 + 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 ibest_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 - # 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]) + 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) - if len(result)>=max_len: - break + self.vertices = reordered_vertices - # Hop over the last edge - edge = face.get_edge(*result[-2:]) - face = edge.other_face(face) - if not face or face.flag: - break + for e in self.edges: + e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index) - return result + 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") - progress.push_task("Preparing mesh", 0.0, 0.3) + progress.push_task("Preparing mesh", 0.0, 0.2) objs = [(obj, mathutils.Matrix())] i = 0 @@ -602,13 +803,24 @@ 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 mesh.drop_references() for m in bmeshes: bpy.data.meshes.remove(m)