class VertexGroup:
- def __init__(self, group):
- if group:
+ def __init__(self, *args):
+ if len(args)==2:
+ self.group = args[0]
+ self.weight = args[1]
+ elif len(args)==1 and args[0]:
self.group = group.group
self.weight = group.weight
else:
self.normal = face.normal
self.use_smooth = face.use_smooth
self.material_index = face.material_index
+ self.splat_mask = 0
self.flag = False
def __cmp__(self, other):
self.auto_smooth_angle = mesh.auto_smooth_angle
self.max_groups_per_vertex = mesh.max_groups_per_vertex
+ # Check some material properties
+ from .material import Material
+ has_normal_maps = False
+ splat_material = None
+ for m in self.materials:
+ mat = Material(m)
+ for p in itertools.chain(mat.properties, *(s.properties for s in mat.sub_materials)):
+ if p.tex_keyword=="normal_map" and p.texture:
+ has_normal_maps = True
+ break
+ if mat.type=="splat":
+ splat_material = mat
+
# Clone only the desired UV layers
if mesh.use_uv=='NONE' or not mesh.uv_layers:
self.uv_layers = []
self.uv_layers = []
self.colors = None
- if mesh.vertex_colors:
+ if mesh.vertex_colors and not splat_material:
self.colors = ColorLayer(mesh.vertex_colors[0])
# Rewrite links between elements to point to cloned data, or create links
elif mesh.tangent_vecs=='YES':
self.tangent_vecs = True
elif mesh.tangent_vecs=='AUTO':
- from .material import Material
- self.tangent_vecs = False
- for m in self.materials:
- mat = Material(m)
- if mat.type=="pbr":
- normal_prop = next((p for p in mat.properties if p.tex_keyword=="normal_map"), None)
- if normal_prop and normal_prop.texture:
- self.tangent_vecs = True
+ self.tangent_vecs = has_normal_maps
+
+ # Collect splat weight sources if needed
+ self.splat_layers = []
+ self.splat_sources = []
+ if splat_material:
+ names = {s.weight_source[0] for s in splat_material.sub_materials}
+ self.splat_layers = [ColorLayer(l) for l in mesh.vertex_colors if l.name in names]
+
+ layers_by_name = {l.name:l for l in self.splat_layers}
+ for s in splat_material.sub_materials:
+ if s.weight_source[0] is None:
+ self.splat_sources.append((None, None))
+ else:
+ self.splat_sources.append((layers_by_name[s.weight_source[0]], "RGBA".index(s.weight_source[1])))
+
+ self.vertex_groups = True
+ self.max_groups_per_vertex = 3
self.batches = []
else:
v.color = (1.0, 1.0, 1.0, 1.0)
+ def prepare_splat_weights(self, task):
+ if not self.splat_layers:
+ return
+
+ splat_weights = []
+ remainder = None
+ for s in self.splat_sources:
+ if s[0] is None:
+ splat_weights.append(remainder)
+ else:
+ index = s[1]
+ layer_values = [c[index] for c in s[0].colors]
+ if remainder:
+ splat_weights.append([v*r for v, r in zip(layer_values, remainder)])
+ remainder = [(1-v)*r for v, r in zip(layer_values, remainder)]
+ else:
+ splat_weights.append(layer_values)
+ remainder = [1-v for v in layer_values]
+
+ splat_weights = list(zip(*splat_weights))
+
+ for f in self.faces:
+ for i in f.loop_indices:
+ f.splat_mask |= sum(1<<j for j, w in enumerate(splat_weights[i]) if w>0)
+
+ self.split_vertices(self.find_splat_group, task)
+
+ for v in self.vertices:
+ if v.faces:
+ f = v.faces[0]
+ weights = splat_weights[f.get_loop_index(v)]
+ v.groups = [VertexGroup(i, w) for i, w in enumerate(weights) if (f.splat_mask>>i)&1]
+ else:
+ v.groups = []
+ while len(v.groups)<self.max_groups_per_vertex:
+ v.groups.append(VertexGroup(None))
+
def split_vertices(self, find_group_func, task, *args):
vertex_count = len(self.vertices)
for i in range(vertex_count):
return group
+ def find_splat_group(self, vertex, face):
+ face.flag = True
+
+ group = [face]
+ for f in vertex.faces:
+ if not f.flag and f.splat_mask==face.splat_mask:
+ f.flag = True
+ group.append(f)
+
+ return group
+
def compute_normals(self, task):
for i, v in enumerate(self.vertices):
v.normal = mathutils.Vector()
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)
+ if mesh.splat_sources:
+ task = ctx.task("Splat weights", 0.6)
+ mesh.prepare_splat_weights(task)
+ else:
+ task = ctx.task("Vertex groups", 0.6)
+ mesh.prepare_vertex_groups(obj)
task = ctx.task("Preparing UVs", 0.75)
mesh.prepare_uv(task)
task = ctx.task("Preparing vertex colors", 0.85)