5 def make_edge_key(i1, i2):
6 return (min(i1, i2), max(i1, i2))
9 def __init__(self, edge):
10 if edge.__class__==Edge:
11 self.smooth = edge.smooth
15 self.vertices = edge.vertices[:]
22 def check_smooth(self, limit):
23 if len(self.faces)!=2:
26 d = self.faces[0].normal.dot(self.faces[1].normal)
27 self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
29 def other_face(self, f):
30 if f.index==self.faces[0].index:
31 if len(self.faces)>=2:
38 def other_vertex(self, v):
39 if v.index==self.vertices[0].index:
40 return self.vertices[1]
42 return self.vertices[0]
46 def __init__(self, vertex):
47 if vertex.__class__==Vertex:
48 self.uvs = vertex.uvs[:]
53 self.index = vertex.index
54 self.co = mathutils.Vector(vertex.co)
55 self.normal = mathutils.Vector(vertex.normal)
60 self.groups = vertex.groups[:]
62 def __cmp__(self, other):
65 return cmp(self.index, other.index)
69 def __init__(self, group):
71 self.group = group.group
72 self.weight = group.weight
79 def __init__(self, face):
80 self.index = face.index
82 self.edge_keys = face.edge_keys
83 self.vertices = face.vertices[:]
84 self.loop_indices = face.loop_indices
85 self.normal = face.normal
86 self.use_smooth = face.use_smooth
87 self.material_index = face.material_index
90 def __cmp__(self, other):
93 return cmp(self.index, other.index)
95 def pivot_vertex(self, v):
96 n = self.vertices.index(v)
97 return [(n+i)%len(self.vertices) for i in range(len(self.vertices))]
99 def get_loop_index(self, v):
100 return self.loop_indices[self.vertices.index(v)]
102 def get_edge(self, v1, v2):
103 key = make_edge_key(v1.index, v2.index)
107 raise KeyError("No edge %s"%(key,))
109 def other_edge(self, e, v):
111 if d!=e and v in d.vertices:
114 def get_neighbors(self):
115 neighbors = [e.other_face(self) for e in self.edges]
116 return list(filter(bool, neighbors))
120 def __init__(self, e):
122 self.vertices = e.vertices[:]
127 def __init__(self, arg):
133 self.uvs = [mathutils.Vector(d.uv) for d in arg.data]
138 dot = self.name.find('.')
140 ext = self.name[dot:]
141 if ext.startswith(".unit") and ext[5:].isdigit():
142 self.unit = int(ext[5:])
148 def __init__(self, l):
150 self.colors = [c.color[:] for c in l.data]
154 def __init__(self, mesh):
155 self.name = mesh.name
157 self.smoothing = mesh.smoothing
158 self.use_uv = mesh.use_uv
159 self.tangent_uvtex = mesh.tangent_uvtex
160 self.use_strips = mesh.use_strips
161 self.vertex_groups = mesh.vertex_groups
164 self.vertices = [Vertex(v) for v in mesh.vertices]
165 if self.vertex_groups:
166 for v in self.vertices:
167 v.groups = [VertexGroup(g) for g in v.groups]
169 self.faces = [Face(f) for f in mesh.polygons]
170 self.edges = [Edge(e) for e in mesh.edges]
171 self.loops = mesh.loops[:]
172 self.materials = mesh.materials[:]
174 self.use_auto_smooth = mesh.use_auto_smooth
175 self.auto_smooth_angle = mesh.auto_smooth_angle
176 self.max_groups_per_vertex = mesh.max_groups_per_vertex
178 # Clone only the desired UV layers
179 if mesh.use_uv=='NONE' or not mesh.uv_layers:
182 self.uv_layers = [UvLayer(u) for u in mesh.uv_layers if u.data]
184 # Assign texture unit numbers to UV layers that lack one
185 missing_unit = [u for u in self.uv_layers if u.unit is None]
187 missing_unit = sorted(missing_unit, key=(lambda u: u.name))
188 used_units = [u.unit for u in self.uv_layers if u.unit is not None]
189 for u, n in zip(missing_unit, (i for i in itertools.count() if i not in used_units)):
192 self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
194 if mesh.use_uv=='UNIT0' and self.uv_layers:
195 self.uv_layers = [self.uv_layers[0]]
196 if self.uv_layers[0].unit!=0:
200 if mesh.vertex_colors:
201 self.colors = ColorLayer(mesh.vertex_colors[0])
203 # Rewrite links between elements to point to cloned data, or create links
204 # where they don't exist
205 edge_map = {e.key: e for e in self.edges}
207 if len(f.vertices)>4:
208 raise ValueError("Unsupported face on mesh {}: N-gon".format(self.name))
210 f.vertices = [self.vertices[i] for i in f.vertices]
214 for k in f.edge_keys:
220 e.vertices = [self.vertices[i] for i in e.vertices]
224 # Store loose edges as lines
226 self.lines = [Line(e) for e in self.edges if not e.faces]
230 # Check if tangent vectors are needed
231 if mesh.tangent_vecs=='NO':
232 self.tangent_vecs = False
233 elif mesh.tangent_vecs=='YES':
234 self.tangent_vecs = True
235 elif mesh.tangent_vecs=='AUTO':
236 from .material import Material
237 self.tangent_vecs = False
238 for m in self.materials:
241 normal_prop = next((p for p in mat.properties if p.tex_keyword=="normal_map"), None)
242 if normal_prop and normal_prop.texture:
243 self.tangent_vecs = True
245 self.vertex_sequence = []
247 def transform(self, matrix):
248 for v in self.vertices:
251 def splice(self, other):
252 if len(self.uv_layers)!=len(other.uv_layers):
253 raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name))
254 for i, u in enumerate(self.uv_layers):
255 if u.name!=other.uv_layers[i].name:
256 raise ValueError("Meshes {} and {} have incompatible UV layers".format(self.name, other.name))
258 # Merge materials and form a lookup from source material indices to the
259 # merged material list
261 for m in other.materials:
262 if m in self.materials:
263 material_lookup.append(self.materials.index(m))
265 material_lookup.append(len(self.materials))
266 self.materials.append(m)
268 # Append data and adjust indices where necessary. Since the data is
269 # spliced from the source mesh, rebuilding references is not necessary.
270 for i, u in enumerate(self.uv_layers):
271 u.uvs += other.uv_layers[i].uvs
275 self.colors.colors += other.colors.colors
277 self.colors.colors += [(1.0, 1.0, 1.0, 1.0)]*len(other.loops)
279 self.colors = ColorLayer(other.colors.name)
280 self.colors.colors = [(1.0, 1.0, 1.0, 1.0)]*len(self.loops)+other.colors.colors
282 offset = len(self.vertices)
283 self.vertices += other.vertices
284 for v in self.vertices[offset:]:
287 loop_offset = len(self.loops)
288 self.loops += other.loops
290 offset = len(self.faces)
291 self.faces += other.faces
292 for f in self.faces[offset:]:
294 f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
296 f.material_index = material_lookup[f.material_index]
298 offset = len(self.edges)
299 self.edges += other.edges
300 for e in self.edges[offset:]:
302 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
304 self.lines += other.lines
306 def prepare_triangles(self, task):
307 face_count = len(self.faces)
308 for i in range(face_count):
310 nverts = len(f.vertices)
314 # Calculate normals at each vertex of the face
316 for j in range(nverts):
317 edge_vecs.append(f.vertices[(j+1)%nverts].co-f.vertices[j].co)
320 for j in range(nverts):
321 normals.append(edge_vecs[j-1].cross(edge_vecs[j]).normalized())
323 # Check which diagonal results in a flatter triangulation
324 flatness1 = normals[0].dot(normals[2])
325 flatness2 = normals[1].dot(normals[3])
326 cut_index = 1 if flatness1>flatness2 else 0
329 nf.index = len(self.faces)
330 self.faces.append(nf)
333 ne.index = len(self.edges)
334 self.edges.append(ne)
336 nf.vertices = [f.vertices[cut_index], f.vertices[2], f.vertices[3]]
337 nf.loop_indices = [f.loop_indices[cut_index], f.loop_indices[2], f.loop_indices[3]]
338 for v in nf.vertices:
341 ne.vertices = [f.vertices[cut_index], f.vertices[2+cut_index]]
342 for v in ne.vertices:
344 ne.key = make_edge_key(ne.vertices[0].index, ne.vertices[1].index)
347 f.vertices[3-cut_index].faces.remove(f)
348 del f.vertices[3-cut_index]
349 f.loop_indices = [f.loop_indices[0], f.loop_indices[1], f.loop_indices[2+cut_index]]
353 nf.edges = [ne, f.edges[2], f.edges[3]]
354 f.edges = [f.edges[0], f.edges[1], ne]
356 nf.edges = [f.edges[1], f.edges[2], ne]
357 f.edges = [f.edges[0], ne, f.edges[3]]
363 f.normal = normals[1-cut_index]
364 nf.normal = normals[3-cut_index]
366 task.set_progress(i/face_count)
368 def prepare_smoothing(self, task):
370 if self.smoothing=='NONE':
375 elif self.use_auto_smooth:
376 smooth_limit = math.cos(self.auto_smooth_angle)
379 e.check_smooth(smooth_limit)
381 subtask = task.task("Sharp edges", 0.7)
382 self.split_vertices(self.find_smooth_group, subtask)
384 if self.smoothing!='BLENDER':
385 subtask = task.task("Updating normals", 1.0)
386 self.compute_normals(subtask)
388 def prepare_vertex_groups(self, obj):
389 if not self.vertex_groups:
392 for v in self.vertices:
394 weight_sum = sum(g.weight for g in v.groups)
395 v.groups = sorted(v.groups, key=(lambda g: g.weight), reverse=True)[:self.max_groups_per_vertex]
396 weight_scale = weight_sum/sum(g.weight for g in v.groups)
398 g.weight *= weight_scale
399 while len(v.groups)<self.max_groups_per_vertex:
400 v.groups.append(VertexGroup(None))
402 if obj.parent and obj.parent.type=="ARMATURE":
403 armature = obj.parent.data
404 bone_indices = {b.name: i for i, b in enumerate(armature.bones)}
405 group_index_map = {i: i for i in range(len(obj.vertex_groups))}
406 for g in first_obj.vertex_groups:
407 if g.name in bone_indices:
408 group_index_map[g.index] = bone_indices[g.name]
410 for v in self.vertices:
412 g.group = group_index_map[g.group]
414 def prepare_uv(self, task):
415 # Form a list of UV layers referenced by materials with the array atlas
417 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']
418 array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
423 if f.material_index<len(self.materials):
424 mat = self.materials[f.material_index]
425 if mat and mat.array_atlas:
426 layer = mat.array_layer
428 for l in array_uv_layers:
429 for i in f.loop_indices:
430 l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
432 # Split by the UV layer used for tangent vectors first so connectivity
433 # remains intact for tangent vector computation
434 tangent_layer_index = -1
435 if self.tangent_vecs:
436 if self.tangent_uvtex:
437 uv_names = [u.name for u in self.uv_layers]
438 if self.tangent_uvtex in uv_names:
439 tangent_layer_index = uv_names.index(self.tangent_uvtex)
440 elif self.uv_layers[0].unit==0:
441 tangent_layer_index = 0
443 if tangent_layer_index<0:
444 raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name))
446 prog_count = len(self.uv_layers)
447 if tangent_layer_index>=0:
449 task.set_slices(prog_count)
451 if tangent_layer_index>=0:
452 subtask = task.next_slice("Computing tangents")
453 self.split_vertices(self.find_uv_group, subtask, tangent_layer_index)
454 subtask = task.next_slice(self.tangent_uvtex)
455 self.compute_tangents(tangent_layer_index, subtask)
457 # Split by the remaining UV layers
458 for i, u in enumerate(self.uv_layers):
459 if i==tangent_layer_index:
462 subtask = task.next_slice(u.name)
463 self.split_vertices(self.find_uv_group, subtask, i)
465 # Copy UVs from layers to vertices
466 for v in self.vertices:
468 # All faces still connected to the vertex have the same UV value
470 i = f.get_loop_index(v)
471 v.uvs = [u.uvs[i] for u in self.uv_layers]
473 v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
475 def prepare_colors(self, task):
479 self.split_vertices(self.find_color_group, task)
481 for v in self.vertices:
484 v.color = self.colors.colors[f.get_loop_index(v)]
486 v.color = (1.0, 1.0, 1.0, 1.0)
488 def split_vertices(self, find_group_func, task, *args):
489 vertex_count = len(self.vertices)
490 for i in range(vertex_count):
495 # Find all groups of faces on this vertex
499 groups.append(find_group_func(v, f, *args))
501 # Give groups after the first separate copies of the vertex
504 nv.index = len(self.vertices)
505 self.vertices.append(nv)
508 e_faces_in_g = [f for f in e.faces if f in g]
512 if len(e_faces_in_g)<len(e.faces):
513 # Create a copy of an edge at the boundary of the group
515 ne.index = len(self.edges)
516 self.edges.append(ne)
518 ne.other_vertex(v).edges.append(ne)
520 for f in e_faces_in_g:
522 f.edges[f.edges.index(e)] = ne
527 e.vertices[e.vertices.index(v)] = nv
530 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
532 # Filter out any edges that were removed from the original vertex
533 v.edges = [e for e in v.edges if v in e.vertices]
537 f.vertices[f.vertices.index(v)] = nv
540 task.set_progress(i/vertex_count)
542 def find_smooth_group(self, vertex, face):
545 edges = [e for e in face.edges if vertex in e.vertices]
557 e = f.other_edge(e, vertex)
561 def find_uv_group(self, vertex, face, index):
562 layer = self.uv_layers[index]
563 uv = layer.uvs[face.get_loop_index(vertex)]
567 for f in vertex.faces:
568 if not f.flag and layer.uvs[f.get_loop_index(vertex)]==uv:
574 def find_color_group(self, vertex, face):
575 color = self.colors.colors[face.get_loop_index(vertex)]
579 for f in vertex.faces:
580 if not f.flag and self.colors.colors[f.get_loop_index(vertex)]==color:
586 def compute_normals(self, task):
587 for i, v in enumerate(self.vertices):
588 v.normal = mathutils.Vector()
590 vi = f.pivot_vertex(v)
591 edge1 = f.vertices[vi[1]].co-v.co
592 edge2 = f.vertices[vi[-1]].co-v.co
593 if edge1.length and edge2.length:
594 # Use the angle between edges as a weighting factor. This gives
595 # more consistent normals on bends with an inequal number of
596 # faces on each side.
597 v.normal += f.normal*edge1.angle(edge2)
602 v.normal = mathutils.Vector((0, 0, 1))
604 task.set_progress(i/len(self.vertices))
606 def compute_tangents(self, index, task):
607 layer_uvs = self.uv_layers[index].uvs
609 for i, v in enumerate(self.vertices):
610 v.tan = mathutils.Vector()
612 vi = f.pivot_vertex(v)
613 uv0 = layer_uvs[f.loop_indices[vi[0]]]
614 uv1 = layer_uvs[f.loop_indices[vi[1]]]
615 uv2 = layer_uvs[f.loop_indices[vi[-1]]]
620 edge1 = f.vertices[vi[1]].co-f.vertices[vi[0]].co
621 edge2 = f.vertices[vi[-1]].co-f.vertices[vi[0]].co
622 div = (du1*dv2-du2*dv1)
624 mul = edge1.angle(edge2)/div
625 v.tan += (edge1*dv2-edge2*dv1)*mul
630 task.set_progress(i/len(self.vertices))
632 def prepare_sequence(self, task):
633 subtask = task.task("Reordering faces", 0.5)
634 self.reorder_faces(subtask)
636 subtask = task.task("Building sequence", 1.0)
638 for i, f in enumerate(self.faces):
641 # Rotate the first three vertices so that the new face can be added
642 if sequence[0] in f.vertices and sequence[1] not in f.vertices:
643 sequence.append(sequence[0])
645 elif sequence[2] not in f.vertices and sequence[1] in f.vertices:
646 sequence.insert(0, sequence[-1])
649 if sequence[-1] not in f.vertices:
652 to_add = [v for v in f.vertices if v!=sequence[-1] and v!=sequence[-2]]
654 if (f.vertices[1]==sequence[-1]) != (len(sequence)%2==1):
656 sequence.append(sequence[-1])
660 sequence = f.vertices[:]
661 self.vertex_sequence.append(sequence)
663 subtask.set_progress(i/len(self.faces))
665 self.reorder_vertices()
667 def reorder_faces(self, task):
668 # Tom Forsyth's vertex cache optimization algorithm
669 # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
674 last_triangle_score = 0.75
675 cache_decay_power = 1.5
676 valence_boost_scale = 2.0
677 valence_boost_power = -0.5
682 # Keep track of the score and number of unused faces for each vertex
683 vertex_info = [[0, len(v.faces)] for v in self.vertices]
684 for vi in vertex_info:
686 vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
694 # Previous iteration gave no candidate for best face (or this is
695 # the first iteration). Scan all faces for the highest score.
701 score = sum(vertex_info[v.index][0] for v in f.vertices)
709 reordered_faces.append(face)
712 for v in face.vertices:
713 vertex_info[v.index][1] -= 1
715 # Shuffle the vertex into the front of the cache
716 if v in cached_vertices:
717 cached_vertices.remove(v)
718 cached_vertices.insert(0, v)
720 # Update scores for all vertices in the cache
721 for i, v in enumerate(cached_vertices):
724 score += last_triangle_score
725 elif i<max_cache_size:
726 score += (1-(i-3)/(max_cache_size-3))**cache_decay_power
727 if vertex_info[v.index][1]:
728 score += valence_boost_scale*(vertex_info[v.index][1]**valence_boost_power)
729 vertex_info[v.index][0] = score
733 for v in cached_vertices:
736 score = sum(vertex_info[fv.index][0] for fv in f.vertices)
741 del cached_vertices[max_cache_size:]
744 task.set_progress(n_processed/len(self.faces))
746 self.faces = reordered_faces
747 for i, f in enumerate(self.faces):
750 def reorder_vertices(self):
751 for v in self.vertices:
754 reordered_vertices = []
755 for s in self.vertex_sequence:
758 v.index = len(reordered_vertices)
759 reordered_vertices.append(v)
761 for v in self.vertices:
763 v.index = len(reordered_vertices)
764 reordered_vertices.append(v)
766 self.vertices = reordered_vertices
769 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
772 def create_mesh_from_object(ctx, obj):
774 raise Exception("Object {} is not a mesh".format(obj.name))
776 task = ctx.task("Collecting mesh data", 0.2)
778 objs = [(obj, mathutils.Matrix())]
784 if c.type=="MESH" and c.compound:
785 objs.append((c, m*c.matrix_local))
787 dg = ctx.context.evaluated_depsgraph_get()
791 eval_obj = o.evaluated_get(dg)
792 bmesh = eval_obj.to_mesh()
794 # Object.to_mesh does not copy custom properties
795 bmesh.smoothing = o.data.smoothing
796 bmesh.use_lines = o.data.use_lines
797 bmesh.vertex_groups = o.data.vertex_groups
798 bmesh.max_groups_per_vertex = o.data.max_groups_per_vertex
799 bmesh.use_uv = o.data.use_uv
800 bmesh.tangent_vecs = o.data.tangent_vecs
801 bmesh.tangent_uvtex = o.data.tangent_uvtex
806 for i, s in enumerate(eval_obj.material_slots):
808 me.materials[i] = s.material
815 mesh.name = obj.data.name
817 task = ctx.task("Triangulating", 0.3)
818 mesh.prepare_triangles(task)
819 task = ctx.task("Smoothing", 0.5)
820 mesh.prepare_smoothing(task)
821 task = ctx.task("Vertex groups", 0.6)
822 mesh.prepare_vertex_groups(obj)
823 task = ctx.task("Preparing UVs", 0.75)
824 mesh.prepare_uv(task)
825 task = ctx.task("Preparing vertex colors", 0.85)
826 mesh.prepare_colors(task)
827 task = ctx.task("Render sequence", 1.0)
828 mesh.prepare_sequence(task)