X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=blender%2Fio_mspgl%2Fmesh.py;h=bf5d108ba5e27caa68c9767638702aca3b9ea7d6;hp=6b0e6805a7dfe3d88ab1cf44bcce08d391a28dc8;hb=f2d504006ec97c7d84e8059c48f5a37e005ece5f;hpb=68cb1241d18f2e1d4d1bb3322edc694e2ea267df diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index 6b0e6805..bf5d108b 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -1,4 +1,3 @@ -import bpy import math import mathutils import itertools @@ -155,10 +154,10 @@ class Mesh: def __init__(self, mesh): self.name = mesh.name - self.winding_test = mesh.winding_test self.smoothing = mesh.smoothing self.use_uv = mesh.use_uv self.tangent_uvtex = mesh.tangent_uvtex + self.use_strips = mesh.use_strips self.vertex_groups = mesh.vertex_groups # Clone basic data @@ -180,7 +179,7 @@ class Mesh: 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 = [UvLayer(u) for u in mesh.uv_layers if u.data] # Assign texture unit numbers to UV layers that lack one missing_unit = [u for u in self.uv_layers if u.unit is None] @@ -192,7 +191,7 @@ class Mesh: self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit)) - if mesh.use_uv=='UNIT0': + if mesh.use_uv=='UNIT0' and self.uv_layers: self.uv_layers = [self.uv_layers[0]] if self.uv_layers[0].unit!=0: self.uv_layers = [] @@ -206,7 +205,7 @@ class Mesh: 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") + raise ValueError("Unsupported face on mesh {}: N-gon".format(self.name)) f.vertices = [self.vertices[i] for i in f.vertices] for v in f.vertices: @@ -251,19 +250,19 @@ class Mesh: def splice(self, other): if len(self.uv_layers)!=len(other.uv_layers): - raise ValueError("Meshes have incompatible UV layers") + raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name)) for i, u in enumerate(self.uv_layers): if u.name!=other.uv_layers[i].name: - raise ValueError("Meshes have incompatible UV layers") + raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name)) # Merge materials and form a lookup from source material indices to the # merged material list - material_atlas = [] + material_lookup = [] for m in other.materials: if m in self.materials: - material_atlas.append(self.materials.index(m)) + material_lookup.append(self.materials.index(m)) else: - material_atlas.append(len(self.materials)) + material_lookup.append(len(self.materials)) self.materials.append(m) # Append data and adjust indices where necessary. Since the data is @@ -294,7 +293,7 @@ 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_atlas[f.material_index] + f.material_index = material_lookup[f.material_index] offset = len(self.edges) self.edges += other.edges @@ -304,7 +303,7 @@ class Mesh: self.lines += other.lines - def prepare_triangles(self, progress): + def prepare_triangles(self, task): face_count = len(self.faces) for i in range(face_count): f = self.faces[i] @@ -364,9 +363,9 @@ class Mesh: f.normal = normals[1-cut_index] nf.normal = normals[3-cut_index] - progress.set_progress(i/face_count) + task.set_progress(i/face_count) - def prepare_smoothing(self, progress): + def prepare_smoothing(self, task): smooth_limit = -1 if self.smoothing=='NONE': for f in self.faces: @@ -379,14 +378,12 @@ 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) + subtask = task.task("Sharp edges", 0.7) + self.split_vertices(self.find_smooth_group, subtask) if self.smoothing!='BLENDER': - progress.set_task("Updating normals", 0.7, 1.0) - self.compute_normals(progress) - - progress.pop_task() + subtask = task.task("Updating normals", 1.0) + self.compute_normals(subtask) def prepare_vertex_groups(self, obj): if not self.vertex_groups: @@ -414,31 +411,7 @@ class Mesh: for g in v.groups: g.group = group_index_map[g.group] - def apply_material_atlas(self, material_atlas): - for m in self.materials: - if m.name not in material_atlas.material_names: - raise Exception("Material atlas is not compatible with Mesh") - - if self.use_uv=='NONE': - return - - layer = UvLayer("material_atlas") - 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_atlas.get_material_uv(self.materials[f.material_index]) - for i in f.loop_indices: - layer.uvs[i] = uv - - def prepare_uv(self, progress): + def prepare_uv(self, task): # 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'] @@ -456,9 +429,6 @@ class Mesh: for i in f.loop_indices: l.uvs[i] = mathutils.Vector((*l.uvs[i], layer)) - prog_count = len(self.uv_layers) - prog_step = 0 - # Split by the UV layer used for tangent vectors first so connectivity # remains intact for tangent vector computation tangent_layer_index = -1 @@ -470,26 +440,27 @@ class Mesh: elif self.uv_layers[0].unit==0: tangent_layer_index = 0 - if tangent_layer_index>=0: - prog_count += 1 - 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") + if tangent_layer_index<0: + raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name)) + + prog_count = len(self.uv_layers) + if tangent_layer_index>=0: + prog_count += 1 + task.set_slices(prog_count) + + if tangent_layer_index>=0: + subtask = task.next_slice("Computing tangents") + self.split_vertices(self.find_uv_group, subtask, tangent_layer_index) + subtask = task.next_slice(self.tangent_uvtex) + self.compute_tangents(tangent_layer_index, subtask) # Split by the remaining UV layers for i, u in enumerate(self.uv_layers): if i==tangent_layer_index: continue - 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 + subtask = task.next_slice(u.name) + self.split_vertices(self.find_uv_group, subtask, i) # Copy UVs from layers to vertices for v in self.vertices: @@ -501,11 +472,11 @@ class Mesh: else: v.uvs = [(0.0, 0.0)]*len(self.uv_layers) - def prepare_colors(self, progress): + def prepare_colors(self, task): if not self.colors: return - self.split_vertices(self.find_color_group, progress) + self.split_vertices(self.find_color_group, task) for v in self.vertices: if v.faces: @@ -514,7 +485,7 @@ class Mesh: else: v.color = (1.0, 1.0, 1.0, 1.0) - def split_vertices(self, find_group_func, progress, *args): + def split_vertices(self, find_group_func, task, *args): vertex_count = len(self.vertices) for i in range(vertex_count): v = self.vertices[i] @@ -566,7 +537,7 @@ class Mesh: f.vertices[f.vertices.index(v)] = nv nv.faces.append(f) - progress.set_progress(i/vertex_count) + task.set_progress(i/vertex_count) def find_smooth_group(self, vertex, face): face.flag = True @@ -612,7 +583,7 @@ class Mesh: return group - def compute_normals(self, progress): + def compute_normals(self, task): for i, v in enumerate(self.vertices): v.normal = mathutils.Vector() for f in v.faces: @@ -630,9 +601,9 @@ class Mesh: else: v.normal = mathutils.Vector((0, 0, 1)) - progress.set_progress(i/len(self.vertices)) + task.set_progress(i/len(self.vertices)) - def compute_tangents(self, index, progress): + def compute_tangents(self, index, task): layer_uvs = self.uv_layers[index].uvs for i, v in enumerate(self.vertices): @@ -656,13 +627,13 @@ class Mesh: if v.tan.length: v.tan.normalize() - progress.set_progress(i/len(self.vertices)) + task.set_progress(i/len(self.vertices)) - def prepare_sequence(self, progress): - progress.push_task("Reordering faces", 0.0, 0.5) - self.reorder_faces(progress) + def prepare_sequence(self, task): + subtask = task.task("Reordering faces", 0.5) + self.reorder_faces(subtask) - progress.set_task("Building sequence", 0.5, 1.0) + subtask = task.task("Building sequence", 1.0) sequence = None for i, f in enumerate(self.faces): if sequence: @@ -689,13 +660,11 @@ class Mesh: sequence = f.vertices[:] self.vertex_sequence.append(sequence) - progress.set_progress(i/len(self.faces)) - - progress.pop_task() + subtask.set_progress(i/len(self.faces)) self.reorder_vertices() - def reorder_faces(self, progress): + def reorder_faces(self, task): # Tom Forsyth's vertex cache optimization algorithm # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html @@ -713,7 +682,8 @@ class Mesh: # Keep track of the score and number of unused faces for each vertex vertex_info = [[0, len(v.faces)] for v in self.vertices] for vi in vertex_info: - vi[0] = valence_boost_scale*(vi[1]**valence_boost_power) + if vi[1]: + vi[0] = valence_boost_scale*(vi[1]**valence_boost_power) face = None reordered_faces = [] @@ -771,7 +741,7 @@ class Mesh: del cached_vertices[max_cache_size:] n_processed += 1 - progress.set_progress(n_processed/len(self.faces)) + task.set_progress(n_processed/len(self.faces)) self.faces = reordered_faces for i, f in enumerate(self.faces): @@ -788,17 +758,22 @@ class Mesh: v.index = len(reordered_vertices) reordered_vertices.append(v) + for v in self.vertices: + if v.index<0: + v.index = len(reordered_vertices) + reordered_vertices.append(v) + self.vertices = reordered_vertices for e in self.edges: e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index) -def create_mesh_from_object(context, obj, progress, *, material_atlas=None): +def create_mesh_from_object(ctx, obj): if obj.type!="MESH": - raise Exception("Object is not a mesh") + raise Exception("Object {} is not a mesh".format(obj.name)) - progress.push_task("Preparing mesh", 0.0, 0.2) + task = ctx.task("Collecting mesh data", 0.2) objs = [(obj, mathutils.Matrix())] i = 0 @@ -809,7 +784,7 @@ def create_mesh_from_object(context, obj, progress, *, material_atlas=None): if c.type=="MESH" and c.compound: objs.append((c, m*c.matrix_local)) - dg = context.evaluated_depsgraph_get() + dg = ctx.context.evaluated_depsgraph_get() mesh = None for o, m in objs: @@ -817,7 +792,6 @@ def create_mesh_from_object(context, obj, progress, *, material_atlas=None): bmesh = eval_obj.to_mesh() # 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 @@ -840,22 +814,17 @@ def create_mesh_from_object(context, obj, progress, *, material_atlas=None): mesh.name = obj.data.name - if material_atlas: - mesh.apply_material_atlas(material_atlas) - - 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", 0.5, 0.6) + task = ctx.task("Triangulating", 0.3) + mesh.prepare_triangles(task) + task = ctx.task("Smoothing", 0.5) + mesh.prepare_smoothing(task) + task = ctx.task("Vertex groups", 0.6) mesh.prepare_vertex_groups(obj) - progress.set_task("Preparing UVs", 0.6, 0.75) - mesh.prepare_uv(progress) - 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) - - progress.pop_task() + task = ctx.task("Preparing UVs", 0.75) + mesh.prepare_uv(task) + task = ctx.task("Preparing vertex colors", 0.85) + mesh.prepare_colors(task) + task = ctx.task("Render sequence", 1.0) + mesh.prepare_sequence(task) return mesh