]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mesh_mspgl/mesh.py
Restructure the exporter to make room for new stuff
[libs/gl.git] / blender / io_mesh_mspgl / mesh.py
diff --git a/blender/io_mesh_mspgl/mesh.py b/blender/io_mesh_mspgl/mesh.py
deleted file mode 100644 (file)
index aa8df8d..0000000
+++ /dev/null
@@ -1,407 +0,0 @@
-import math
-import mathutils
-
-def make_edge_key(i1, i2):
-       return (min(i1, i2), max(i1, i2))
-
-class Edge:
-       def __init__(self, me):
-               if me.__class__==Edge:
-                       self._medge = me._medge
-                       self.vertices = me.vertices[:]
-                       self.smooth = me.smooth
-               else:
-                       self._medge = me
-                       self.smooth = False
-               self.faces = []
-
-       def __getattr__(self, attr):
-               return getattr(self._medge, attr)
-
-       def check_smooth(self, limit):
-               if len(self.faces)!=2:
-                       return
-
-               d = self.faces[0].normal.dot(self.faces[1].normal)
-               self.smooth = ((d>limit and self.faces[0].use_smooth and self.faces[1].use_smooth) or d>0.99995)
-
-       def other_face(self, f):
-               if f.index==self.faces[0].index:
-                       if len(self.faces)>=2:
-                               return self.faces[1]
-                       else:
-                               return None
-               else:
-                       return self.faces[0]
-
-
-class Vertex:
-       def __init__(self, mv):
-               if mv.__class__==Vertex:
-                       self._mvert = mv._mvert
-                       self.normal = mv.normal
-                       self.uvs = mv.uvs[:]
-                       self.tan = mv.tan
-                       self.bino = mv.bino
-               else:
-                       self._mvert = mv
-                       self.uvs = []
-                       self.tan = None
-                       self.bino = None
-               self.flag = False
-               self.faces = []
-
-       def __getattr__(self, attr):
-               return getattr(self._mvert, attr)
-
-       def __cmp__(self, other):
-               if other is None:
-                       return 1
-               return cmp(self.index, other.index)
-
-
-class Face:
-       def __init__(self, mf):
-               self._mface = mf
-               self.edges = []
-               self.vertices = mf.vertices[:]
-               self.uvs = []
-               self.flag = False
-
-       def __getattr__(self, attr):
-               return getattr(self._mface, attr)
-
-       def __cmp__(self, other):
-               if other is None:
-                       return 1
-               return cmp(self.index, other.index)
-
-       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_edge(self, v1, v2):     
-               key = make_edge_key(v1.index, v2.index)
-               for e in self.edges:
-                       if e.key==key:
-                               return e
-               raise KeyError("No edge %s"%(key,))
-
-       def get_neighbors(self):
-               neighbors = [e.other_face(self) for e in self.edges]
-               return list(filter(bool, neighbors))
-
-
-class Line:
-       def __init__(self, e):
-               self.edge = e
-               self.vertices = e.vertices[:]
-               self.flag = False
-
-
-class UvLayer:
-       def __init__(self, l, t):
-               self._layer = l
-               self.uvtex = t
-               self.name = self.uvtex.name
-               self.unit = None
-               self.hidden = False
-               dot = self.name.find('.')
-               if dot>=0:
-                       ext = self.name[dot:]
-                       if ext.startswith(".unit") and ext[5:].isdigit():
-                               self.unit = int(ext[5:])
-                       elif ext==".hidden":
-                               self.hidden = True
-
-       def __getattr__(self, attr):
-               return getattr(self._layer, attr)
-
-class FakeUvLayer:
-       def __init__(self, n):
-               self.uvtex = None
-               self.name = n
-               self.unit = None
-               self.hidden = False
-
-class Mesh:
-       def __init__(self, m):
-               self._mesh = m
-
-               self.vertices = [Vertex(v) for v in self.vertices]
-               self.faces = [Face(f) for f in self.polygons]
-
-               self.materials = self.materials[:]
-
-               self.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))]
-               self.assign_texture_units()
-
-               for f in self.faces:
-                       f.vertices = [self.vertices[i] for i in f.vertices]
-                       for v in f.vertices:
-                               v.faces.append(f)
-                       for u in self.uv_layers:
-                               f.uvs.append([u.data[f.loop_indices[i]].uv for i in range(len(f.vertices))])
-
-               self.edges = dict([(e.key, Edge(e)) for e in self.edges])
-               for f in self.faces:
-                       for k in f.edge_keys:
-                               e = self.edges[k]
-                               e.faces.append(self.faces[f.index])
-                               f.edges.append(e)
-
-               self.lines = [Line(e) for e in self.edges.values() if not e.faces]
-
-               if self.use_auto_smooth:
-                       smooth_limit = math.cos(self.auto_smooth_angle*math.pi/180)
-               else:
-                       smooth_limit = -1
-
-               for e in self.edges.values():
-                       e.vertices = [self.vertices[i] for i in e.vertices]
-                       e.check_smooth(smooth_limit)
-
-       def __getattr__(self, attr):
-               return getattr(self._mesh, attr)
-
-       def splice(self, other):
-               material_map = []
-               for m in other.materials:
-                       if m in self.materials:
-                               material_map.append(self.materials.index(m))
-                       else:
-                               material_map.append(len(self.materials))
-                               self.materials.append(m)
-
-               offset = len(self.vertices)
-               for v in other.vertices:
-                       v.index += offset
-                       self.vertices.append(v)
-
-               offset = len(self.faces)
-               for f in other.faces:
-                       f.index += offset
-                       if other.materials:
-                               f.material_index = material_map[f.material_index]
-                       self.faces.append(f)
-
-               for e in other.edges.values():
-                       e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
-                       self.edges[e.key] = e
-
-               self.lines += other.lines
-
-       def flatten_faces(self):
-               for f in self.faces:
-                       f.use_smooth = False
-
-               for e in self.edges.values():
-                       e.check_smooth(1)
-
-       def assign_texture_units(self):
-               # Assign texture units for any non-hidden UV layers that lack one
-               units = [u.unit for u in self.uv_layers if u.unit is not None]
-               if units:
-                       free_unit = max(units)+1
-               else:
-                       free_unit = 0
-               for u in self.uv_layers:
-                       if u.unit is None:
-                               if not u.hidden:
-                                       u.unit = free_unit
-                                       free_unit += 1
-
-       def generate_material_uv(self):
-               self.uv_layers.append(FakeUvLayer("material_tex"))
-               self.assign_texture_units()
-               for f in self.faces:
-                       f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))
-
-       def split_vertices(self, find_group_func, progress, *args):
-               groups = []
-               for i in range(len(self.vertices)):
-                       v = self.vertices[i]
-                       for f in v.faces:
-                               f.flag = False
-
-                       vg = []
-                       for f in v.faces:
-                               if not f.flag:
-                                       vg.append(find_group_func(v, f, *args))
-
-                       groups.append(vg)
-
-                       if progress:
-                               progress.set_progress(i*0.5/len(self.vertices))
-
-               for i in range(len(self.vertices)):
-                       if len(groups[i])==1:
-                               continue
-
-                       for g in groups[i][1:]:
-                               v = Vertex(self.vertices[i])
-                               v.index = len(self.vertices)
-                               self.vertices.append(v)
-
-                               for f in g:
-                                       for j in range(len(f.edges)):
-                                               e = f.edges[j]
-
-                                               if self.vertices[i] not in e.vertices:
-                                                       continue
-
-                                               if e.other_face(f) not in g and len(e.faces)>=2:
-                                                       e.faces.remove(f)
-                                                       e = Edge(e)
-                                                       f.edges[j] = e
-                                                       e.faces.append(f)
-                                               else:
-                                                       del self.edges[e.key]
-
-                                               e.vertices[e.vertices.index(self.vertices[i])] = v
-
-                                               e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
-                                               self.edges[e.key] = e
-
-                                       self.vertices[i].faces.remove(f)
-                                       f.vertices[f.vertices.index(self.vertices[i])] = v
-                                       v.faces.append(f)
-
-                       if progress:
-                               progress.set_progress(0.5+i*0.5/len(self.vertices))
-
-       def split_smooth(self, progress = None):
-               self.split_vertices(self.find_smooth_group, progress)
-
-       def split_uv(self, index, progress = None):
-               self.split_vertices(self.find_uv_group, progress, index)
-
-       def find_smooth_group(self, vertex, face):
-               face.flag = True
-               queue = [face]
-
-               for f in queue:
-                       for e in f.edges:
-                               other = e.other_face(f)
-                               if other not in vertex.faces:
-                                       continue
-
-                               if e.smooth:
-                                       if not other.flag:
-                                               other.flag = True
-                                               queue.append(other)
-
-               return queue
-
-       def find_uv_group(self, vertex, face, index):
-               uv = face.uvs[index][face.vertices.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:
-                               f.flag = True
-                               group.append(f)
-               return group
-
-       def compute_normals(self):
-               for v in self.vertices:
-                       if v.faces:
-                               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
-                                       weight = 1
-                                       if len(f.get_edge(fv[0], fv[1]).faces)==1:
-                                               weight += 1
-                                       if len(f.get_edge(fv[0], fv[-1]).faces)==1:
-                                               weight += 1
-                                       v.normal += f.normal*edge1.angle(edge2)*weight
-                               v.normal.normalize()
-                       else:
-                               # XXX Should use edges to compute normal
-                               v.normal = mathutils.Vector(0, 0, 1)
-
-       def compute_uv(self):
-               for v in self.vertices:
-                       if v.faces:
-                               f = v.faces[0]
-                               i = f.vertices.index(v)
-                               v.uvs = [u[i] for u in f.uvs]
-
-       def compute_tbn(self, index):
-               if not self.uv_layers:
-                       return
-
-               for v in self.vertices:
-                       v.tan = mathutils.Vector()
-                       v.bino = mathutils.Vector()
-                       for f in v.faces:
-                               fv = f.pivot_vertices(v)
-                               uv0 = fv[0].uvs[index]
-                               uv1 = fv[1].uvs[index]
-                               uv2 = fv[-1].uvs[index]
-                               du1 = uv1[0]-uv0[0]
-                               du2 = uv2[0]-uv0[0]
-                               dv1 = uv1[1]-uv0[1]
-                               dv2 = uv2[1]-uv0[1]
-                               edge1 = fv[1].co-fv[0].co
-                               edge2 = fv[-1].co-fv[0].co
-                               div = (du1*dv2-du2*dv1)
-                               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()
-
-       def create_strip(self, face, max_len):
-               # Find an edge with another unused face next to it
-               edge = None
-               for e in face.edges:
-                       other = e.other_face(face)
-                       if other and not other.flag:
-                               edge = e
-                               break
-
-               if not edge:
-                       return None
-
-               # Add initial vertices so that we'll complete the edge on the first
-               # iteration
-               vertices = face.pivot_vertices(*edge.vertices)
-               if len(vertices)==3:
-                       result = [vertices[-1], vertices[0]]
-               else:
-                       result = [vertices[-2], vertices[-1]]
-
-               while 1:
-                       face.flag = True
-
-                       vertices = face.pivot_vertices(*result[-2:])
-                       k = len(result)%2
-
-                       # Quads need special handling because the winding of every other
-                       # triangle in the strip is reversed
-                       if len(vertices)==4 and not k:
-                               result.append(vertices[3])
-                       result.append(vertices[2])
-                       if len(vertices)==4 and k:
-                               result.append(vertices[3])
-
-                       if len(result)>=max_len:
-                               break
-
-                       # Hop over the last edge
-                       edge = face.get_edge(*result[-2:])
-                       face = edge.other_face(face)
-                       if not face or face.flag:
-                               break
-
-               return result