]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/mesh.py
Add support for exporting vertex colors
[libs/gl.git] / blender / io_mspgl / mesh.py
index 42adabe66f79c8716266e6319371d376b858d133..da5e76aaf34ed259d48ff5f3a0b872c32f36cdda 100644 (file)
@@ -56,6 +56,7 @@ class Vertex:
                self.index = vertex.index
                self.co = mathutils.Vector(vertex.co)
                self.normal = mathutils.Vector(vertex.normal)
+               self.color = None
                self.flag = False
                self.edges = []
                self.faces = []
@@ -83,7 +84,6 @@ class Face:
                self.normal = face.normal
                self.use_smooth = face.use_smooth
                self.material_index = face.material_index
-               self.uvs = []
                self.flag = False
 
        def __cmp__(self, other):
@@ -95,12 +95,8 @@ class Face:
                n = self.vertices.index(v)
                return [(n+i)%len(self.vertices) for i in range(len(self.vertices))]
 
-       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_loop_index(self, v):
+               return self.loop_indices[self.vertices.index(v)]
 
        def get_edge(self, v1, v2):
                key = make_edge_key(v1.index, v2.index)
@@ -147,6 +143,12 @@ class UvLayer:
                                self.hidden = True
 
 
+class ColorLayer:
+       def __init__(self, l):
+               self.name = l.name
+               self.colors = [c.color[:] for c in l.data]
+
+
 class Mesh:
        def __init__(self, mesh):
                self.name = mesh.name
@@ -192,6 +194,10 @@ class Mesh:
                                if self.uv_layers[0].unit!=0:
                                        self.uv_layers = []
 
+               self.colors = None
+               if mesh.vertex_colors:
+                       self.colors = ColorLayer(mesh.vertex_colors[0])
+
                # Rewrite links between elements to point to cloned data, or create links
                # where they don't exist
                edge_map = {e.key: e for e in self.edges}
@@ -247,6 +253,15 @@ class Mesh:
                for i, u in enumerate(self.uv_layers):
                        u.uvs += other.uv_layers[i].uvs
 
+               if self.colors:
+                       if other.colors:
+                               self.colors.colors += other.colors.colors
+                       else:
+                               self.colors.colors += [(1.0, 1.0, 1.0, 1.0)]*len(other.loops)
+               elif other.colors:
+                       self.colors = ColorLayer(other.colors.name)
+                       self.colors.colors = [(1.0, 1.0, 1.0, 1.0)]*len(self.loops)+other.colors.colors
+
                offset = len(self.vertices)
                self.vertices += other.vertices
                for v in self.vertices[offset:]:
@@ -418,11 +433,6 @@ class Mesh:
                                        for i in f.loop_indices:
                                                l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
 
-               # Copy UVs from layers to faces
-               for f in self.faces:
-                       for u in self.uv_layers:
-                               f.uvs.append([u.uvs[i] for i in f.loop_indices])
-
                prog_count = len(self.uv_layers)
                prog_step = 0
 
@@ -440,6 +450,8 @@ class Mesh:
                                self.compute_tbn(tbn_layer_index, progress)
                                progress.pop_task()
                                prog_step = 2
+                       else:
+                               raise Exception("TBN UV layer not found")
 
                # Split by the remaining UV layers
                for i, u in enumerate(self.uv_layers):
@@ -451,16 +463,29 @@ class Mesh:
                        progress.pop_task()
                        prog_step += 1
 
-               # Copy UVs from faces to vertices
+               # Copy UVs from layers to vertices
                for v in self.vertices:
                        if v.faces:
                                # All faces still connected to the vertex have the same UV value
                                f = v.faces[0]
-                               i = f.vertices.index(v)
-                               v.uvs = [u[i] for u in f.uvs]
+                               i = f.get_loop_index(v)
+                               v.uvs = [u.uvs[i] for u in self.uv_layers]
                        else:
                                v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
 
+       def prepare_colors(self, progress):
+               if not self.colors:
+                       return
+
+               self.split_vertices(self.find_color_group, progress)
+
+               for v in self.vertices:
+                       if v.faces:
+                               f = v.faces[0]
+                               v.color = self.colors.colors[f.get_loop_index(v)]
+                       else:
+                               v.color = (1.0, 1.0, 1.0, 1.0)
+
        def split_vertices(self, find_group_func, progress, *args):
                vertex_count = len(self.vertices)
                for i in range(vertex_count):
@@ -535,12 +560,25 @@ class Mesh:
                return group
 
        def find_uv_group(self, vertex, face, index):
-               uv = face.uvs[index][face.vertices.index(vertex)]
+               layer = self.uv_layers[index]
+               uv = layer.uvs[face.get_loop_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:
+                       if not f.flag and layer.uvs[f.get_loop_index(vertex)]==uv:
+                               f.flag = True
+                               group.append(f)
+
+               return group
+
+       def find_color_group(self, vertex, face):
+               color = self.colors.colors[face.get_loop_index(vertex)]
+               face.flag = True
+
+               group = [face]
+               for f in vertex.faces:
+                       if not f.flag and self.colors.colors[f.get_loop_index(vertex)]==color:
                                f.flag = True
                                group.append(f)
 
@@ -550,9 +588,9 @@ class Mesh:
                for i, v in enumerate(self.vertices):
                        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
+                               vi = f.pivot_vertex(v)
+                               edge1 = f.vertices[vi[1]].co-v.co
+                               edge2 = f.vertices[vi[-1]].co-v.co
                                if edge1.length and edge2.length:
                                        # Use the angle between edges as a weighting factor.  This gives
                                        # more consistent normals on bends with an inequal number of
@@ -789,9 +827,11 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None):
        mesh.prepare_smoothing(progress)
        progress.set_task("Vertex groups", 0.5, 0.6)
        mesh.prepare_vertex_groups(obj)
-       progress.set_task("Preparing UVs", 0.6, 0.8)
+       progress.set_task("Preparing UVs", 0.6, 0.75)
        mesh.prepare_uv(progress)
-       progress.set_task("Render sequence", 0.8, 1.0)
+       progress.set_task("Preparing vertex colors", 0.75, 0.85)
+       mesh.prepare_colors(progress)
+       progress.set_task("Render sequence", 0.85, 1.0)
        mesh.prepare_sequence(progress)
 
        progress.pop_task()