6 def make_edge_key(i1, i2):
7 return (min(i1, i2), max(i1, i2))
10 def __init__(self, edge):
11 if edge.__class__==Edge:
12 self.smooth = edge.smooth
16 self.vertices = edge.vertices[:]
23 def check_smooth(self, limit):
24 if len(self.faces)!=2:
27 d = self.faces[0].normal.dot(self.faces[1].normal)
28 self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
30 def other_face(self, f):
31 if f.index==self.faces[0].index:
32 if len(self.faces)>=2:
39 def other_vertex(self, v):
40 if v.index==self.vertices[0].index:
41 return self.vertices[1]
43 return self.vertices[0]
47 def __init__(self, vertex):
48 if vertex.__class__==Vertex:
49 self.uvs = vertex.uvs[:]
51 self.bino = vertex.bino
56 self.index = vertex.index
57 self.co = mathutils.Vector(vertex.co)
58 self.normal = mathutils.Vector(vertex.normal)
63 self.groups = vertex.groups[:]
65 def __cmp__(self, other):
68 return cmp(self.index, other.index)
72 def __init__(self, group):
74 self.group = group.group
75 self.weight = group.weight
82 def __init__(self, face):
83 self.index = face.index
85 self.edge_keys = face.edge_keys
86 self.vertices = face.vertices[:]
87 self.loop_indices = face.loop_indices
88 self.normal = face.normal
89 self.use_smooth = face.use_smooth
90 self.material_index = face.material_index
93 def __cmp__(self, other):
96 return cmp(self.index, other.index)
98 def pivot_vertex(self, v):
99 n = self.vertices.index(v)
100 return [(n+i)%len(self.vertices) for i in range(len(self.vertices))]
102 def get_loop_index(self, v):
103 return self.loop_indices[self.vertices.index(v)]
105 def get_edge(self, v1, v2):
106 key = make_edge_key(v1.index, v2.index)
110 raise KeyError("No edge %s"%(key,))
112 def other_edge(self, e, v):
114 if d!=e and v in d.vertices:
117 def get_neighbors(self):
118 neighbors = [e.other_face(self) for e in self.edges]
119 return list(filter(bool, neighbors))
123 def __init__(self, e):
125 self.vertices = e.vertices[:]
130 def __init__(self, arg):
136 self.uvs = [mathutils.Vector(d.uv) for d in arg.data]
141 dot = self.name.find('.')
143 ext = self.name[dot:]
144 if ext.startswith(".unit") and ext[5:].isdigit():
145 self.unit = int(ext[5:])
151 def __init__(self, l):
153 self.colors = [c.color[:] for c in l.data]
157 def __init__(self, mesh):
158 self.name = mesh.name
160 self.winding_test = mesh.winding_test
161 self.smoothing = mesh.smoothing
162 self.use_uv = mesh.use_uv
163 self.tbn_vecs = mesh.tbn_vecs
164 self.tbn_uvtex = mesh.tbn_uvtex
165 self.vertex_groups = mesh.vertex_groups
168 self.vertices = [Vertex(v) for v in mesh.vertices]
169 if self.vertex_groups:
170 for v in self.vertices:
171 v.groups = [VertexGroup(g) for g in v.groups]
173 self.faces = [Face(f) for f in mesh.polygons]
174 self.edges = [Edge(e) for e in mesh.edges]
175 self.loops = mesh.loops[:]
176 self.materials = mesh.materials[:]
178 self.use_auto_smooth = mesh.use_auto_smooth
179 self.auto_smooth_angle = mesh.auto_smooth_angle
180 self.max_groups_per_vertex = mesh.max_groups_per_vertex
182 # Clone only the desired UV layers
183 if mesh.use_uv=='NONE' or not mesh.uv_layers:
186 self.uv_layers = [UvLayer(u) for u in mesh.uv_layers]
188 # Assign texture unit numbers to UV layers that lack one
189 missing_unit = [u for u in self.uv_layers if u.unit is None]
191 missing_unit = sorted(missing_unit, key=(lambda u: u.name))
192 used_units = [u.unit for u in self.uv_layers if u.unit is not None]
193 for u, n in zip(missing_unit, (i for i in itertools.count() if i not in used_units)):
196 self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
198 if mesh.use_uv=='UNIT0':
199 self.uv_layers = [self.uv_layers[0]]
200 if self.uv_layers[0].unit!=0:
204 if mesh.vertex_colors:
205 self.colors = ColorLayer(mesh.vertex_colors[0])
207 # Rewrite links between elements to point to cloned data, or create links
208 # where they don't exist
209 edge_map = {e.key: e for e in self.edges}
211 if len(f.vertices)>4:
212 raise ValueError("Ngons are not supported")
214 f.vertices = [self.vertices[i] for i in f.vertices]
218 for k in f.edge_keys:
224 e.vertices = [self.vertices[i] for i in e.vertices]
228 # Store loose edges as lines
230 self.lines = [Line(e) for e in self.edges if not e.faces]
234 self.vertex_sequence = []
236 def transform(self, matrix):
237 for v in self.vertices:
240 def splice(self, other):
241 if len(self.uv_layers)!=len(other.uv_layers):
242 raise ValueError("Meshes have incompatible UV layers")
243 for i, u in enumerate(self.uv_layers):
244 if u.name!=other.uv_layers[i].name:
245 raise ValueError("Meshes have incompatible UV layers")
247 # Merge materials and form a lookup from source material indices to the
248 # merged material list
250 for m in other.materials:
251 if m in self.materials:
252 material_atlas.append(self.materials.index(m))
254 material_atlas.append(len(self.materials))
255 self.materials.append(m)
257 # Append data and adjust indices where necessary. Since the data is
258 # spliced from the source mesh, rebuilding references is not necessary.
259 for i, u in enumerate(self.uv_layers):
260 u.uvs += other.uv_layers[i].uvs
264 self.colors.colors += other.colors.colors
266 self.colors.colors += [(1.0, 1.0, 1.0, 1.0)]*len(other.loops)
268 self.colors = ColorLayer(other.colors.name)
269 self.colors.colors = [(1.0, 1.0, 1.0, 1.0)]*len(self.loops)+other.colors.colors
271 offset = len(self.vertices)
272 self.vertices += other.vertices
273 for v in self.vertices[offset:]:
276 loop_offset = len(self.loops)
277 self.loops += other.loops
279 offset = len(self.faces)
280 self.faces += other.faces
281 for f in self.faces[offset:]:
283 f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
285 f.material_index = material_atlas[f.material_index]
287 offset = len(self.edges)
288 self.edges += other.edges
289 for e in self.edges[offset:]:
291 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
293 self.lines += other.lines
295 def prepare_triangles(self, progress):
296 face_count = len(self.faces)
297 for i in range(face_count):
299 nverts = len(f.vertices)
303 # Calculate normals at each vertex of the face
305 for j in range(nverts):
306 edge_vecs.append(f.vertices[(j+1)%nverts].co-f.vertices[j].co)
309 for j in range(nverts):
310 normals.append(edge_vecs[j-1].cross(edge_vecs[j]).normalized())
312 # Check which diagonal results in a flatter triangulation
313 flatness1 = normals[0].dot(normals[2])
314 flatness2 = normals[1].dot(normals[3])
315 cut_index = 1 if flatness1>flatness2 else 0
318 nf.index = len(self.faces)
319 self.faces.append(nf)
322 ne.index = len(self.edges)
323 self.edges.append(ne)
325 nf.vertices = [f.vertices[cut_index], f.vertices[2], f.vertices[3]]
326 nf.loop_indices = [f.loop_indices[cut_index], f.loop_indices[2], f.loop_indices[3]]
327 for v in nf.vertices:
330 ne.vertices = [f.vertices[cut_index], f.vertices[2+cut_index]]
331 for v in ne.vertices:
333 ne.key = make_edge_key(ne.vertices[0].index, ne.vertices[1].index)
336 f.vertices[3-cut_index].faces.remove(f)
337 del f.vertices[3-cut_index]
338 f.loop_indices = [f.loop_indices[0], f.loop_indices[1], f.loop_indices[2+cut_index]]
342 nf.edges = [ne, f.edges[2], f.edges[3]]
343 f.edges = [f.edges[0], f.edges[1], ne]
345 nf.edges = [f.edges[1], f.edges[2], ne]
346 f.edges = [f.edges[0], ne, f.edges[3]]
352 f.normal = normals[1-cut_index]
353 nf.normal = normals[3-cut_index]
355 progress.set_progress(i/face_count)
357 def prepare_smoothing(self, progress):
359 if self.smoothing=='NONE':
364 elif self.use_auto_smooth:
365 smooth_limit = math.cos(self.auto_smooth_angle)
368 e.check_smooth(smooth_limit)
370 progress.push_task("Sharp edges", 0.0, 0.7)
371 self.split_vertices(self.find_smooth_group, progress)
373 if self.smoothing!='BLENDER':
374 progress.set_task("Updating normals", 0.7, 1.0)
375 self.compute_normals(progress)
379 def prepare_vertex_groups(self, obj):
380 if not self.vertex_groups:
383 for v in self.vertices:
385 weight_sum = sum(g.weight for g in v.groups)
386 v.groups = sorted(v.groups, key=(lambda g: g.weight), reverse=True)[:self.max_groups_per_vertex]
387 weight_scale = weight_sum/sum(g.weight for g in v.groups)
389 g.weight *= weight_scale
390 while len(v.groups)<self.max_groups_per_vertex:
391 v.groups.append(VertexGroup(None))
393 if obj.parent and obj.parent.type=="ARMATURE":
394 armature = obj.parent.data
395 bone_indices = {b.name: i for i, b in enumerate(armature.bones)}
396 group_index_map = {i: i for i in range(len(obj.vertex_groups))}
397 for g in first_obj.vertex_groups:
398 if g.name in bone_indices:
399 group_index_map[g.index] = bone_indices[g.name]
401 for v in self.vertices:
403 g.group = group_index_map[g.group]
405 def apply_material_atlas(self, material_atlas):
406 for m in self.materials:
407 if m.name not in material_atlas.material_names:
408 raise Exception("Material atlas is not compatible with Mesh")
410 if self.use_uv=='NONE':
413 layer = UvLayer("material_atlas")
414 if self.use_uv=='UNIT0':
415 self.uv_layers = [layer]
418 self.uv_layers.append(layer)
419 used_units = [u.unit for u in self.uv_layers]
420 layer.unit = next(i for i in itertools.count() if i not in used_units)
421 self.uv_layers.sort(key=lambda u: u.unit)
423 layer.uvs = [(0.0, 0.0)]*len(self.loops)
425 uv = material_atlas.get_material_uv(self.materials[f.material_index])
426 for i in f.loop_indices:
429 def prepare_uv(self, progress):
430 # Form a list of UV layers referenced by materials with the array atlas
432 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']
433 array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
438 if f.material_index<len(self.materials):
439 mat = self.materials[f.material_index]
440 if mat and mat.array_atlas:
441 layer = mat.array_layer
443 for l in array_uv_layers:
444 for i in f.loop_indices:
445 l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
447 prog_count = len(self.uv_layers)
450 # Split by the UV layer used for TBN vectors first so connectivity
451 # remains intact for TBN vector computation
455 uv_names = [u.name for u in self.uv_layers]
456 if self.tbn_uvtex in uv_names:
457 tbn_layer_index = uv_names.index(self.tbn_uvtex)
458 elif self.uv_layers[0].unit==0:
461 if tbn_layer_index>=0:
463 progress.push_task_slice("Computing TBN", 0, prog_count)
464 self.split_vertices(self.find_uv_group, progress, tbn_layer_index)
465 progress.set_task_slice(self.tbn_uvtex, 1, prog_count)
466 self.compute_tbn(tbn_layer_index, progress)
470 raise Exception("TBN UV layer not found")
472 # Split by the remaining UV layers
473 for i, u in enumerate(self.uv_layers):
474 if i==tbn_layer_index:
477 progress.push_task_slice(u.name, prog_step, prog_count)
478 self.split_vertices(self.find_uv_group, progress, i)
482 # Copy UVs from layers to vertices
483 for v in self.vertices:
485 # All faces still connected to the vertex have the same UV value
487 i = f.get_loop_index(v)
488 v.uvs = [u.uvs[i] for u in self.uv_layers]
490 v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
492 def prepare_colors(self, progress):
496 self.split_vertices(self.find_color_group, progress)
498 for v in self.vertices:
501 v.color = self.colors.colors[f.get_loop_index(v)]
503 v.color = (1.0, 1.0, 1.0, 1.0)
505 def split_vertices(self, find_group_func, progress, *args):
506 vertex_count = len(self.vertices)
507 for i in range(vertex_count):
512 # Find all groups of faces on this vertex
516 groups.append(find_group_func(v, f, *args))
518 # Give groups after the first separate copies of the vertex
521 nv.index = len(self.vertices)
522 self.vertices.append(nv)
525 e_faces_in_g = [f for f in e.faces if f in g]
529 if len(e_faces_in_g)<len(e.faces):
530 # Create a copy of an edge at the boundary of the group
532 ne.index = len(self.edges)
533 self.edges.append(ne)
535 ne.other_vertex(v).edges.append(ne)
537 for f in e_faces_in_g:
539 f.edges[f.edges.index(e)] = ne
544 e.vertices[e.vertices.index(v)] = nv
547 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
549 # Filter out any edges that were removed from the original vertex
550 v.edges = [e for e in v.edges if v in e.vertices]
554 f.vertices[f.vertices.index(v)] = nv
557 progress.set_progress(i/vertex_count)
559 def find_smooth_group(self, vertex, face):
562 edges = [e for e in face.edges if vertex in e.vertices]
574 e = f.other_edge(e, vertex)
578 def find_uv_group(self, vertex, face, index):
579 layer = self.uv_layers[index]
580 uv = layer.uvs[face.get_loop_index(vertex)]
584 for f in vertex.faces:
585 if not f.flag and layer.uvs[f.get_loop_index(vertex)]==uv:
591 def find_color_group(self, vertex, face):
592 color = self.colors.colors[face.get_loop_index(vertex)]
596 for f in vertex.faces:
597 if not f.flag and self.colors.colors[f.get_loop_index(vertex)]==color:
603 def compute_normals(self, progress):
604 for i, v in enumerate(self.vertices):
605 v.normal = mathutils.Vector()
607 vi = f.pivot_vertex(v)
608 edge1 = f.vertices[vi[1]].co-v.co
609 edge2 = f.vertices[vi[-1]].co-v.co
610 if edge1.length and edge2.length:
611 # Use the angle between edges as a weighting factor. This gives
612 # more consistent normals on bends with an inequal number of
613 # faces on each side.
614 v.normal += f.normal*edge1.angle(edge2)
619 v.normal = mathutils.Vector((0, 0, 1))
621 progress.set_progress(i/len(self.vertices))
623 def compute_tbn(self, index, progress):
624 # This function is called at an early stage during UV preparation when
625 # face UVs are not available yet
626 layer_uvs = self.uv_layers[index].uvs
628 for i, v in enumerate(self.vertices):
629 v.tan = mathutils.Vector()
630 v.bino = mathutils.Vector()
632 vi = f.pivot_vertex(v)
633 uv0 = layer_uvs[f.loop_indices[vi[0]]]
634 uv1 = layer_uvs[f.loop_indices[vi[1]]]
635 uv2 = layer_uvs[f.loop_indices[vi[-1]]]
640 edge1 = f.vertices[vi[1]].co-f.vertices[vi[0]].co
641 edge2 = f.vertices[vi[-1]].co-f.vertices[vi[0]].co
642 div = (du1*dv2-du2*dv1)
644 mul = edge1.angle(edge2)/div
645 v.tan += (edge1*dv2-edge2*dv1)*mul
646 v.bino += (edge2*du1-edge1*du2)*mul
653 progress.set_progress(i/len(self.vertices))
655 def prepare_sequence(self, progress):
656 progress.push_task("Reordering faces", 0.0, 0.5)
657 self.reorder_faces(progress)
659 progress.set_task("Building sequence", 0.5, 1.0)
661 for i, f in enumerate(self.faces):
664 # Rotate the first three vertices so that the new face can be added
665 if sequence[0] in f.vertices and sequence[1] not in f.vertices:
666 sequence.append(sequence[0])
668 elif sequence[2] not in f.vertices and sequence[1] in f.vertices:
669 sequence.insert(0, sequence[-1])
672 if sequence[-1] not in f.vertices:
675 to_add = [v for v in f.vertices if v!=sequence[-1] and v!=sequence[-2]]
677 if (f.vertices[1]==sequence[-1]) != (len(sequence)%2==1):
679 sequence.append(sequence[-1])
683 sequence = f.vertices[:]
684 self.vertex_sequence.append(sequence)
686 progress.set_progress(i/len(self.faces))
690 self.reorder_vertices()
692 def reorder_faces(self, progress):
693 # Tom Forsyth's vertex cache optimization algorithm
694 # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
699 last_triangle_score = 0.75
700 cache_decay_power = 1.5
701 valence_boost_scale = 2.0
702 valence_boost_power = -0.5
707 # Keep track of the score and number of unused faces for each vertex
708 vertex_info = [[0, len(v.faces)] for v in self.vertices]
709 for vi in vertex_info:
710 vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
718 # Previous iteration gave no candidate for best face (or this is
719 # the first iteration). Scan all faces for the highest score.
725 score = sum(vertex_info[v.index][0] for v in f.vertices)
733 reordered_faces.append(face)
736 for v in face.vertices:
737 vertex_info[v.index][1] -= 1
739 # Shuffle the vertex into the front of the cache
740 if v in cached_vertices:
741 cached_vertices.remove(v)
742 cached_vertices.insert(0, v)
744 # Update scores for all vertices in the cache
745 for i, v in enumerate(cached_vertices):
748 score += last_triangle_score
749 elif i<max_cache_size:
750 score += (1-(i-3)/(max_cache_size-3))**cache_decay_power
751 if vertex_info[v.index][1]:
752 score += valence_boost_scale*(vertex_info[v.index][1]**valence_boost_power)
753 vertex_info[v.index][0] = score
757 for v in cached_vertices:
760 score = sum(vertex_info[fv.index][0] for fv in f.vertices)
765 del cached_vertices[max_cache_size:]
768 progress.set_progress(n_processed/len(self.faces))
770 self.faces = reordered_faces
771 for i, f in enumerate(self.faces):
774 def reorder_vertices(self):
775 for v in self.vertices:
778 reordered_vertices = []
779 for s in self.vertex_sequence:
782 v.index = len(reordered_vertices)
783 reordered_vertices.append(v)
785 self.vertices = reordered_vertices
788 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
791 def create_mesh_from_object(context, obj, progress, *, material_atlas=None):
793 raise Exception("Object is not a mesh")
795 progress.push_task("Preparing mesh", 0.0, 0.2)
797 objs = [(obj, mathutils.Matrix())]
803 if c.type=="MESH" and c.compound:
804 objs.append((c, m*c.matrix_local))
806 dg = context.evaluated_depsgraph_get()
810 eval_obj = o.evaluated_get(dg)
811 bmesh = eval_obj.to_mesh()
813 # Object.to_mesh does not copy custom properties
814 bmesh.winding_test = o.data.winding_test
815 bmesh.smoothing = o.data.smoothing
816 bmesh.use_lines = o.data.use_lines
817 bmesh.vertex_groups = o.data.vertex_groups
818 bmesh.max_groups_per_vertex = o.data.max_groups_per_vertex
819 bmesh.use_uv = o.data.use_uv
820 bmesh.tbn_vecs = o.data.tbn_vecs
821 bmesh.tbn_uvtex = o.data.tbn_uvtex
826 for i, s in enumerate(eval_obj.material_slots):
828 me.materials[i] = s.material
835 mesh.name = obj.data.name
838 mesh.apply_material_atlas(material_atlas)
840 progress.set_task("Triangulating", 0.2, 0.3)
841 mesh.prepare_triangles(progress)
842 progress.set_task("Smoothing", 0.3, 0.5)
843 mesh.prepare_smoothing(progress)
844 progress.set_task("Vertex groups", 0.5, 0.6)
845 mesh.prepare_vertex_groups(obj)
846 progress.set_task("Preparing UVs", 0.6, 0.75)
847 mesh.prepare_uv(progress)
848 progress.set_task("Preparing vertex colors", 0.75, 0.85)
849 mesh.prepare_colors(progress)
850 progress.set_task("Render sequence", 0.85, 1.0)
851 mesh.prepare_sequence(progress)