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)
62 self.groups = vertex.groups[:]
64 def __cmp__(self, other):
67 return cmp(self.index, other.index)
71 def __init__(self, group):
72 self.group = group.group
73 self.weight = group.weight
77 def __init__(self, face):
78 self.index = face.index
80 self.edge_keys = face.edge_keys
81 self.vertices = face.vertices[:]
82 self.loop_indices = face.loop_indices
83 self.normal = face.normal
84 self.use_smooth = face.use_smooth
85 self.material_index = face.material_index
89 def __cmp__(self, other):
92 return cmp(self.index, other.index)
94 def pivot_vertex(self, v):
95 n = self.vertices.index(v)
96 return [(n+i)%len(self.vertices) for i in range(len(self.vertices))]
98 def pivot_vertices(self, *vt):
99 flags = [(v in vt) for v in self.vertices]
100 l = len(self.vertices)
102 if flags[i] and not flags[(i+l-1)%l]:
103 return self.vertices[i:]+self.vertices[:i]
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, mesh):
152 self.name = mesh.name
154 self.winding_test = mesh.winding_test
155 self.smoothing = mesh.smoothing
156 self.use_uv = mesh.use_uv
157 self.tbn_vecs = mesh.tbn_vecs
158 self.tbn_uvtex = mesh.tbn_uvtex
159 self.vertex_groups = mesh.vertex_groups
162 self.vertices = [Vertex(v) for v in mesh.vertices]
163 for v in self.vertices:
164 v.groups = [VertexGroup(g) for g in v.groups]
166 self.faces = [Face(f) for f in mesh.polygons]
167 self.edges = [Edge(e) for e in mesh.edges]
168 self.loops = mesh.loops[:]
169 self.materials = mesh.materials[:]
171 self.use_auto_smooth = mesh.use_auto_smooth
172 self.auto_smooth_angle = mesh.auto_smooth_angle
174 # Clone only the desired UV layers
175 if mesh.use_uv=='NONE' or not mesh.uv_layers:
178 self.uv_layers = [UvLayer(u) for u in mesh.uv_layers]
180 # Assign texture unit numbers to UV layers that lack one
181 missing_unit = [u for u in self.uv_layers if u.unit is None]
183 missing_unit = sorted(missing_unit, key=(lambda u: u.name))
184 used_units = [u.unit for u in self.uv_layers if u.unit is not None]
185 for u, n in zip(missing_unit, (i for i in itertools.count() if i not in used_units)):
188 self.uv_layers = sorted(self.uv_layers, key=(lambda u: u.unit))
190 if mesh.use_uv=='UNIT0':
191 self.uv_layers = [self.uv_layers[0]]
192 if self.uv_layers[0].unit!=0:
195 # Rewrite links between elements to point to cloned data, or create links
196 # where they don't exist
197 edge_map = {e.key: e for e in self.edges}
199 if len(f.vertices)>4:
200 raise ValueError("Ngons are not supported")
202 f.vertices = [self.vertices[i] for i in f.vertices]
206 for k in f.edge_keys:
212 e.vertices = [self.vertices[i] for i in e.vertices]
216 # Store loose edges as lines
218 self.lines = [Line(e) for e in self.edges if not e.faces]
222 self.vertex_sequence = []
224 def transform(self, matrix):
225 for v in self.vertices:
228 def splice(self, other):
229 if len(self.uv_layers)!=len(other.uv_layers):
230 raise ValueError("Meshes have incompatible UV layers")
231 for i, u in enumerate(self.uv_layers):
232 if u.name!=other.uv_layers[i].name:
233 raise ValueError("Meshes have incompatible UV layers")
235 # Merge materials and form a lookup from source material indices to the
236 # merged material list
238 for m in other.materials:
239 if m in self.materials:
240 material_map.append(self.materials.index(m))
242 material_map.append(len(self.materials))
243 self.materials.append(m)
245 # Append data and adjust indices where necessary. Since the data is
246 # spliced from the source mesh, rebuilding references is not necessary.
247 for i, u in enumerate(self.uv_layers):
248 u.uvs += other.uv_layers[i].uvs
250 offset = len(self.vertices)
251 self.vertices += other.vertices
252 for v in self.vertices[offset:]:
255 loop_offset = len(self.loops)
256 self.loops += other.loops
258 offset = len(self.faces)
259 self.faces += other.faces
260 for f in self.faces[offset:]:
262 f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
264 f.material_index = material_map[f.material_index]
266 offset = len(self.edges)
267 self.edges += other.edges
268 for e in self.edges[offset:]:
270 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
272 self.lines += other.lines
274 def prepare_triangles(self, progress):
275 face_count = len(self.faces)
276 for i in range(face_count):
278 nverts = len(f.vertices)
282 # Calculate normals at each vertex of the face
284 for j in range(nverts):
285 edge_vecs.append(f.vertices[(j+1)%nverts].co-f.vertices[j].co)
288 for j in range(nverts):
289 normals.append(edge_vecs[j-1].cross(edge_vecs[j]).normalized())
291 # Check which diagonal results in a flatter triangulation
292 flatness1 = normals[0].dot(normals[2])
293 flatness2 = normals[1].dot(normals[3])
294 cut_index = 1 if flatness1>flatness2 else 0
297 nf.index = len(self.faces)
298 self.faces.append(nf)
301 ne.index = len(self.edges)
302 self.edges.append(ne)
304 nf.vertices = [f.vertices[cut_index], f.vertices[2], f.vertices[3]]
305 nf.loop_indices = [f.loop_indices[cut_index], f.loop_indices[2], f.loop_indices[3]]
306 for v in nf.vertices:
309 ne.vertices = [f.vertices[cut_index], f.vertices[2+cut_index]]
310 for v in ne.vertices:
312 ne.key = make_edge_key(ne.vertices[0].index, ne.vertices[1].index)
315 f.vertices[3-cut_index].faces.remove(f)
316 del f.vertices[3-cut_index]
317 f.loop_indices = [f.loop_indices[0], f.loop_indices[1], f.loop_indices[2+cut_index]]
321 nf.edges = [ne, f.edges[2], f.edges[3]]
322 f.edges = [f.edges[0], f.edges[1], ne]
324 nf.edges = [f.edges[1], f.edges[2], ne]
325 f.edges = [f.edges[0], ne, f.edges[3]]
331 f.normal = normals[1-cut_index]
332 nf.normal = normals[3-cut_index]
334 progress.set_progress(i/face_count)
336 def prepare_smoothing(self, progress):
338 if self.smoothing=='NONE':
343 elif self.use_auto_smooth:
344 smooth_limit = math.cos(self.auto_smooth_angle)
347 e.check_smooth(smooth_limit)
349 progress.push_task("Sharp edges", 0.0, 0.7)
350 self.split_vertices(self.find_smooth_group, progress)
352 if self.smoothing!='BLENDER':
353 progress.set_task("Updating normals", 0.7, 1.0)
354 self.compute_normals(progress)
358 def prepare_vertex_groups(self, obj):
359 for v in self.vertices:
361 weight_sum = sum(g.weight for g in v.groups)
362 v.groups = sorted(v.groups, key=(lambda g: g.weight), reverse=True)[:self.max_groups_per_vertex]
363 weight_scale = weight_sum/sum(g.weight for g in v.groups)
365 g.weight *= weight_scale
367 if obj.parent and obj.parent.type=="ARMATURE":
368 armature = obj.parent.data
369 bone_indices = {b.name: i for i, b in enumerate(armature.bones)}
370 group_index_map = {i: i for i in range(len(obj.vertex_groups))}
371 for g in first_obj.vertex_groups:
372 if g.name in bone_indices:
373 group_index_map[g.index] = bone_indices[g.name]
375 for v in self.vertices:
377 g.group = group_index_map[g.group]
379 def apply_material_map(self, material_map):
380 for m in self.materials:
381 if m.name not in material_map.material_names:
382 raise Exception("Material map is not compatible with Mesh")
384 if self.use_uv=='NONE':
387 layer = UvLayer("material_map")
388 if self.use_uv=='UNIT0':
389 self.uv_layers = [layer]
392 self.uv_layers.append(layer)
393 used_units = [u.unit for u in self.uv_layers]
394 layer.unit = next(i for i in itertools.count() if i not in used_units)
395 self.uv_layers.sort(key=lambda u: u.unit)
397 layer.uvs = [(0.0, 0.0)]*len(self.loops)
399 uv = material_map.get_material_uv(self.materials[f.material_index])
400 for i in f.loop_indices:
403 def prepare_uv(self, progress):
404 # Form a list of UV layers referenced by materials with the array atlas
406 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']
407 array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
412 if f.material_index<len(self.materials):
413 mat = self.materials[f.material_index]
414 if mat and mat.array_atlas:
415 layer = mat.array_layer
417 for l in array_uv_layers:
418 for i in f.loop_indices:
419 l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
421 # Copy UVs from layers to faces
423 for u in self.uv_layers:
424 f.uvs.append([u.uvs[i] for i in f.loop_indices])
426 prog_count = len(self.uv_layers)
429 # Split by the UV layer used for TBN vectors first so connectivity
430 # remains intact for TBN vector computation
433 uv_names = [u.name for u in self.uv_layers]
434 if self.tbn_uvtex in uv_names:
436 tbn_layer_index = uv_names.index(self.tbn_uvtex)
437 progress.push_task_slice("Computing TBN", 0, prog_count)
438 self.split_vertices(self.find_uv_group, progress, tbn_layer_index)
439 progress.set_task_slice(self.tbn_uvtex, 1, prog_count)
440 self.compute_tbn(tbn_layer_index, progress)
444 raise Exception("TBN UV layer not found")
446 # Split by the remaining UV layers
447 for i, u in enumerate(self.uv_layers):
448 if i==tbn_layer_index:
451 progress.push_task_slice(u.name, prog_step, prog_count)
452 self.split_vertices(self.find_uv_group, progress, i)
456 # Copy UVs from faces to vertices
457 for v in self.vertices:
459 # All faces still connected to the vertex have the same UV value
461 i = f.vertices.index(v)
462 v.uvs = [u[i] for u in f.uvs]
464 v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
466 def split_vertices(self, find_group_func, progress, *args):
467 vertex_count = len(self.vertices)
468 for i in range(vertex_count):
473 # Find all groups of faces on this vertex
477 groups.append(find_group_func(v, f, *args))
479 # Give groups after the first separate copies of the vertex
482 nv.index = len(self.vertices)
483 self.vertices.append(nv)
486 e_faces_in_g = [f for f in e.faces if f in g]
490 if len(e_faces_in_g)<len(e.faces):
491 # Create a copy of an edge at the boundary of the group
493 ne.index = len(self.edges)
494 self.edges.append(ne)
496 ne.other_vertex(v).edges.append(ne)
498 for f in e_faces_in_g:
500 f.edges[f.edges.index(e)] = ne
505 e.vertices[e.vertices.index(v)] = nv
508 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
510 # Filter out any edges that were removed from the original vertex
511 v.edges = [e for e in v.edges if v in e.vertices]
515 f.vertices[f.vertices.index(v)] = nv
518 progress.set_progress(i/vertex_count)
520 def find_smooth_group(self, vertex, face):
523 edges = [e for e in face.edges if vertex in e.vertices]
535 e = f.other_edge(e, vertex)
539 def find_uv_group(self, vertex, face, index):
540 uv = face.uvs[index][face.vertices.index(vertex)]
544 for f in vertex.faces:
545 if not f.flag and f.uvs[index][f.vertices.index(vertex)]==uv:
551 def compute_normals(self, progress):
552 for i, v in enumerate(self.vertices):
553 v.normal = mathutils.Vector()
555 fv = f.pivot_vertices(v)
556 edge1 = fv[1].co-fv[0].co
557 edge2 = fv[-1].co-fv[0].co
558 if edge1.length and edge2.length:
559 # Use the angle between edges as a weighting factor. This gives
560 # more consistent normals on bends with an inequal number of
561 # faces on each side.
562 v.normal += f.normal*edge1.angle(edge2)
567 v.normal = mathutils.Vector((0, 0, 1))
569 progress.set_progress(i/len(self.vertices))
571 def compute_tbn(self, index, progress):
572 # This function is called at an early stage during UV preparation when
573 # face UVs are not available yet
574 layer_uvs = self.uv_layers[index].uvs
576 for i, v in enumerate(self.vertices):
577 v.tan = mathutils.Vector()
578 v.bino = mathutils.Vector()
580 vi = f.pivot_vertex(v)
581 uv0 = layer_uvs[f.loop_indices[vi[0]]]
582 uv1 = layer_uvs[f.loop_indices[vi[1]]]
583 uv2 = layer_uvs[f.loop_indices[vi[-1]]]
588 edge1 = f.vertices[vi[1]].co-f.vertices[vi[0]].co
589 edge2 = f.vertices[vi[-1]].co-f.vertices[vi[0]].co
590 div = (du1*dv2-du2*dv1)
592 mul = edge1.angle(edge2)/div
593 v.tan += (edge1*dv2-edge2*dv1)*mul
594 v.bino += (edge2*du1-edge1*du2)*mul
601 progress.set_progress(i/len(self.vertices))
603 def prepare_sequence(self, progress):
604 progress.push_task("Reordering faces", 0.0, 0.5)
605 self.reorder_faces(progress)
607 progress.set_task("Building sequence", 0.5, 1.0)
609 for i, f in enumerate(self.faces):
612 # Rotate the first three vertices so that the new face can be added
613 if sequence[0] in f.vertices and sequence[1] not in f.vertices:
614 sequence.append(sequence[0])
616 elif sequence[2] not in f.vertices and sequence[1] in f.vertices:
617 sequence.insert(0, sequence[-1])
620 if sequence[-1] not in f.vertices:
623 to_add = [v for v in f.vertices if v!=sequence[-1] and v!=sequence[-2]]
625 if (f.vertices[1]==sequence[-1]) != (len(sequence)%2==1):
627 sequence.append(sequence[-1])
631 sequence = f.vertices[:]
632 self.vertex_sequence.append(sequence)
634 progress.set_progress(i/len(self.faces))
638 self.reorder_vertices()
640 def reorder_faces(self, progress):
641 # Tom Forsyth's vertex cache optimization algorithm
642 # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
647 last_triangle_score = 0.75
648 cache_decay_power = 1.5
649 valence_boost_scale = 2.0
650 valence_boost_power = -0.5
655 # Keep track of the score and number of unused faces for each vertex
656 vertex_info = [[0, len(v.faces)] for v in self.vertices]
657 for vi in vertex_info:
658 vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
666 # Previous iteration gave no candidate for best face (or this is
667 # the first iteration). Scan all faces for the highest score.
673 score = sum(vertex_info[v.index][0] for v in f.vertices)
681 reordered_faces.append(face)
684 for v in face.vertices:
685 vertex_info[v.index][1] -= 1
687 # Shuffle the vertex into the front of the cache
688 if v in cached_vertices:
689 cached_vertices.remove(v)
690 cached_vertices.insert(0, v)
692 # Update scores for all vertices in the cache
693 for i, v in enumerate(cached_vertices):
696 score += last_triangle_score
697 elif i<max_cache_size:
698 score += (1-(i-3)/(max_cache_size-3))**cache_decay_power
699 if vertex_info[v.index][1]:
700 score += valence_boost_scale*(vertex_info[v.index][1]**valence_boost_power)
701 vertex_info[v.index][0] = score
705 for v in cached_vertices:
708 score = sum(vertex_info[fv.index][0] for fv in f.vertices)
713 del cached_vertices[max_cache_size:]
716 progress.set_progress(n_processed/len(self.faces))
718 self.faces = reordered_faces
719 for i, f in enumerate(self.faces):
722 def reorder_vertices(self):
723 for v in self.vertices:
726 reordered_vertices = []
727 for s in self.vertex_sequence:
730 v.index = len(reordered_vertices)
731 reordered_vertices.append(v)
733 self.vertices = reordered_vertices
736 e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
739 def create_mesh_from_object(context, obj, progress, *, material_map=None):
741 raise Exception("Object is not a mesh")
743 progress.push_task("Preparing mesh", 0.0, 0.2)
745 objs = [(obj, mathutils.Matrix())]
751 if c.type=="MESH" and c.compound:
752 objs.append((c, m*c.matrix_local))
754 dg = context.evaluated_depsgraph_get()
758 eval_obj = o.evaluated_get(dg)
759 bmesh = eval_obj.to_mesh()
761 # Object.to_mesh does not copy custom properties
762 bmesh.winding_test = o.data.winding_test
763 bmesh.smoothing = o.data.smoothing
764 bmesh.use_lines = o.data.use_lines
765 bmesh.vertex_groups = o.data.vertex_groups
766 bmesh.max_groups_per_vertex = o.data.max_groups_per_vertex
767 bmesh.use_uv = o.data.use_uv
768 bmesh.tbn_vecs = o.data.tbn_vecs
769 bmesh.tbn_uvtex = o.data.tbn_uvtex
774 for i, s in enumerate(eval_obj.material_slots):
776 me.materials[i] = s.material
783 mesh.name = obj.data.name
786 mesh.apply_material_map(material_map)
788 progress.set_task("Triangulating", 0.2, 0.3)
789 mesh.prepare_triangles(progress)
790 progress.set_task("Smoothing", 0.3, 0.5)
791 mesh.prepare_smoothing(progress)
792 progress.set_task("Vertex groups", 0.5, 0.6)
793 mesh.prepare_vertex_groups(obj)
794 progress.set_task("Preparing UVs", 0.6, 0.8)
795 mesh.prepare_uv(progress)
796 progress.set_task("Render sequence", 0.8, 1.0)
797 mesh.prepare_sequence(progress)