X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=9741b8dd916f28495d3e25cde8fd64e767a7d118;hp=4403c6a01dd92a2d1b2eff36cf95cd4e9853a120;hb=86721a55699193e63c76e8a0a7b0ced0416c1cce;hpb=736a076cf12aca02492eae6c77eff846bde0cdda diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index 4403c6a0..9741b8dd 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -9,10 +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[:] @@ -22,9 +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 @@ -51,26 +46,20 @@ 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 = mathutils.Vector(vertex.co) self.normal = mathutils.Vector(vertex.normal) + self.color = None 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 @@ -79,26 +68,26 @@ 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) + if group: + self.group = group.group + self.weight = group.weight + else: + self.group = 0 + self.weight = 0.0 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 @@ -108,12 +97,8 @@ 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) @@ -142,13 +127,11 @@ 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 = [mathutils.Vector(d.uv) for d in self.data] + self.uvs = [mathutils.Vector(d.uv) for d in arg.data] self.unit = None self.hidden = False @@ -161,31 +144,41 @@ class UvLayer: elif ext==".hidden": self.hidden = True - def __getattr__(self, attr): - return getattr(self._layer, attr) + +class ColorLayer: + def __init__(self, l): + self.name = l.name + self.colors = [c.color[:] for c in l.data] 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.smoothing = mesh.smoothing + self.use_uv = mesh.use_uv + self.tangent_vecs = mesh.tangent_vecs + self.tangent_uvtex = mesh.tangent_uvtex 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] + if self.vertex_groups: + for v in self.vertices: + v.groups = [VertexGroup(g) for g in v.groups] 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.use_auto_smooth = mesh.use_auto_smooth + self.auto_smooth_angle = mesh.auto_smooth_angle + self.max_groups_per_vertex = mesh.max_groups_per_vertex + # 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] @@ -200,11 +193,15 @@ class Mesh: self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit)) - if self.use_uv=='UNIT0': + if mesh.use_uv=='UNIT0': self.uv_layers = [self.uv_layers[0]] if self.uv_layers[0].unit!=0: self.uv_layers = [] + self.colors = None + if mesh.vertex_colors: + self.colors = ColorLayer(mesh.vertex_colors[0]) + # 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} @@ -227,16 +224,13 @@ 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 @@ -250,12 +244,12 @@ class Mesh: # Merge materials and form a lookup from source material indices to the # merged material list - material_map = [] + material_atlas = [] for m in other.materials: if m in self.materials: - material_map.append(self.materials.index(m)) + material_atlas.append(self.materials.index(m)) else: - material_map.append(len(self.materials)) + material_atlas.append(len(self.materials)) self.materials.append(m) # Append data and adjust indices where necessary. Since the data is @@ -263,6 +257,15 @@ class Mesh: for i, u in enumerate(self.uv_layers): u.uvs += other.uv_layers[i].uvs + if self.colors: + if other.colors: + self.colors.colors += other.colors.colors + else: + self.colors.colors += [(1.0, 1.0, 1.0, 1.0)]*len(other.loops) + elif other.colors: + self.colors = ColorLayer(other.colors.name) + self.colors.colors = [(1.0, 1.0, 1.0, 1.0)]*len(self.loops)+other.colors.colors + offset = len(self.vertices) self.vertices += other.vertices for v in self.vertices[offset:]: @@ -277,7 +280,7 @@ class Mesh: f.index += offset 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] + f.material_index = material_atlas[f.material_index] offset = len(self.edges) self.edges += other.edges @@ -372,6 +375,9 @@ class Mesh: progress.pop_task() def prepare_vertex_groups(self, obj): + if not self.vertex_groups: + return + for v in self.vertices: if v.groups: weight_sum = sum(g.weight for g in v.groups) @@ -379,6 +385,8 @@ class Mesh: weight_scale = weight_sum/sum(g.weight for g in v.groups) for g in v.groups: g.weight *= weight_scale + while len(v.groups)=0: prog_count += 1 - tbn_layer_index = uv_names.index(self.tbn_uvtex) - 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.push_task_slice("Computing tangents", 0, prog_count) + self.split_vertices(self.find_uv_group, progress, tangent_layer_index) + progress.set_task_slice(self.tangent_uvtex, 1, prog_count) + self.compute_tangents(tangent_layer_index, progress) progress.pop_task() prog_step = 2 + else: + raise Exception("Tangent UV layer not found") # Split by the remaining UV layers for i, u in enumerate(self.uv_layers): - if i==tbn_layer_index: + if i==tangent_layer_index: continue progress.push_task_slice(u.name, prog_step, prog_count) @@ -467,16 +477,29 @@ 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) + def prepare_colors(self, progress): + if not self.colors: + return + + self.split_vertices(self.find_color_group, progress) + + for v in self.vertices: + if v.faces: + f = v.faces[0] + v.color = self.colors.colors[f.get_loop_index(v)] + else: + v.color = (1.0, 1.0, 1.0, 1.0) + def split_vertices(self, find_group_func, progress, *args): vertex_count = len(self.vertices) for i in range(vertex_count): @@ -551,12 +574,25 @@ 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 layer.uvs[f.get_loop_index(vertex)]==uv: + f.flag = True + group.append(f) + + return group + + def find_color_group(self, vertex, face): + color = self.colors.colors[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 self.colors.colors[f.get_loop_index(vertex)]==color: f.flag = True group.append(f) @@ -566,9 +602,9 @@ 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 @@ -582,14 +618,11 @@ class Mesh: 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 + def compute_tangents(self, index, progress): layer_uvs = self.uv_layers[index].uvs for i, v in enumerate(self.vertices): v.tan = mathutils.Vector() - v.bino = mathutils.Vector() for f in v.faces: vi = f.pivot_vertex(v) uv0 = layer_uvs[f.loop_indices[vi[0]]] @@ -605,12 +638,9 @@ class Mesh: if div: mul = edge1.angle(edge2)/div v.tan += (edge1*dv2-edge2*dv1)*mul - v.bino += (edge2*du1-edge1*du2)*mul if v.tan.length: v.tan.normalize() - if v.bino.length: - v.bino.normalize() progress.set_progress(i/len(self.vertices)) @@ -749,21 +779,8 @@ 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, *, material_map=None): +def create_mesh_from_object(context, obj, progress, *, material_atlas=None): if obj.type!="MESH": raise Exception("Object is not a mesh") @@ -792,8 +809,8 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None): 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 + bmesh.tangent_vecs = o.data.tangent_vecs + bmesh.tangent_uvtex = o.data.tangent_uvtex me = Mesh(bmesh) me.transform(m) @@ -809,8 +826,8 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None): mesh.name = obj.data.name - if material_map: - mesh.apply_material_map(material_map) + if material_atlas: + mesh.apply_material_atlas(material_atlas) progress.set_task("Triangulating", 0.2, 0.3) mesh.prepare_triangles(progress) @@ -818,15 +835,13 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None): mesh.prepare_smoothing(progress) progress.set_task("Vertex groups", 0.5, 0.6) mesh.prepare_vertex_groups(obj) - progress.set_task("Preparing UVs", 0.6, 0.8) + progress.set_task("Preparing UVs", 0.6, 0.75) mesh.prepare_uv(progress) - progress.set_task("Render sequence", 0.8, 1.0) + progress.set_task("Preparing vertex colors", 0.75, 0.85) + mesh.prepare_colors(progress) + progress.set_task("Render sequence", 0.85, 1.0) mesh.prepare_sequence(progress) - # Discard the temporary Blender meshes after making sure there's no - # references to the data - mesh.drop_references() - progress.pop_task() return mesh