-import bpy
import math
import mathutils
import itertools
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.weight = 0.0
+class Batch:
+ def __init__(self, pt):
+ self.primitive_type = pt
+ self.patch_size = 0
+ self.vertices = []
+
+
class Face:
def __init__(self, face):
self.index = face.index
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):
def __init__(self, mesh):
self.name = mesh.name
- self.winding_test = mesh.winding_test
self.smoothing = mesh.smoothing
self.use_uv = mesh.use_uv
self.tangent_uvtex = mesh.tangent_uvtex
self.use_strips = mesh.use_strips
+ self.use_patches = mesh.use_patches
+ self.use_lines = mesh.use_lines
self.vertex_groups = mesh.vertex_groups
# Clone basic data
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
# where they don't exist
edge_map = {e.key: e for e in self.edges}
for f in self.faces:
- if len(f.vertices)>4:
+ if len(f.vertices)>4 and not mesh.use.patches:
raise ValueError("Unsupported face on mesh {}: N-gon".format(self.name))
f.vertices = [self.vertices[i] for i in f.vertices]
v.edges.append(e)
# Store loose edges as lines
- if mesh.use_lines:
+ if mesh.use_lines and not mesh.use_patches:
self.lines = [Line(e) for e in self.edges if not e.faces]
else:
self.lines = []
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.vertex_sequence = []
+ self.batches = []
def transform(self, matrix):
for v in self.vertices:
# Merge materials and form a lookup from source material indices to the
# merged material list
- material_atlas = []
+ material_lookup = []
for m in other.materials:
if m in self.materials:
- material_atlas.append(self.materials.index(m))
+ material_lookup.append(self.materials.index(m))
else:
- material_atlas.append(len(self.materials))
+ material_lookup.append(len(self.materials))
self.materials.append(m)
# Append data and adjust indices where necessary. Since the data is
f.index += offset
f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
if other.materials:
- f.material_index = material_atlas[f.material_index]
+ f.material_index = material_lookup[f.material_index]
offset = len(self.edges)
self.edges += other.edges
self.lines += other.lines
def prepare_triangles(self, task):
+ if self.use_patches:
+ return
+
face_count = len(self.faces)
for i in range(face_count):
f = self.faces[i]
for g in v.groups:
g.group = group_index_map[g.group]
- def apply_material_atlas(self, material_atlas):
- for m in self.materials:
- if m.name not in material_atlas.material_names:
- raise Exception("Material atlas {} is not compatible with Mesh {}".format(material_atlas.name, self.name))
-
- if self.use_uv=='NONE':
- return
-
- layer = UvLayer("material_atlas")
- if self.use_uv=='UNIT0':
- self.uv_layers = [layer]
- layer.unit = 0
- else:
- self.uv_layers.append(layer)
- used_units = [u.unit for u in self.uv_layers]
- layer.unit = next(i for i in itertools.count() if i not in used_units)
- self.uv_layers.sort(key=lambda u: u.unit)
-
- layer.uvs = [(0.0, 0.0)]*len(self.loops)
- for f in self.faces:
- uv = material_atlas.get_material_uv(self.materials[f.material_index])
- for i in f.loop_indices:
- layer.uvs[i] = uv
-
def prepare_uv(self, task):
# Form a list of UV layers referenced by materials with the array atlas
# property set
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()
task.set_progress(i/len(self.vertices))
def prepare_sequence(self, task):
- subtask = task.task("Reordering faces", 0.5)
- self.reorder_faces(subtask)
+ if self.use_patches:
+ subtask = task.task("Reordering patches", 0.5)
+ self.reorder_patches(subtask)
- subtask = task.task("Building sequence", 1.0)
+ subtask = task.task("Building sequence", 1.0)
+ self.build_patch_sequence(subtask)
+ else:
+ subtask = task.task("Reordering faces", 0.5)
+ self.reorder_faces(subtask)
+
+ subtask = task.task("Building sequence", 1.0)
+ if self.use_strips:
+ self.build_tristrip_sequence(subtask)
+ else:
+ self.build_triangle_sequence(subtask)
+
+ if self.use_lines:
+ self.build_line_sequence()
+
+ self.reorder_vertices()
+
+ def build_tristrip_sequence(self, task):
sequence = None
for i, f in enumerate(self.faces):
if sequence:
sequence += to_add
if not sequence:
- sequence = f.vertices[:]
- self.vertex_sequence.append(sequence)
+ self.batches.append(Batch("TRIANGLE_STRIP"))
+ sequence = self.batches[-1].vertices
+ sequence += f.vertices
- subtask.set_progress(i/len(self.faces))
+ task.set_progress(i/len(self.faces))
- self.reorder_vertices()
+ def build_triangle_sequence(self, task):
+ batch = Batch("TRIANGLES")
+ for f in self.faces:
+ batch.vertices += f.vertices
+ self.batches.append(batch)
+
+ def build_line_sequence(self):
+ batch = Batch("LINES")
+ for l in self.lines:
+ batch.vertices += l.vertices
+ self.batches.append(batch)
+
+ def build_patch_sequence(self, task):
+ current_size = 0
+ sequence = None
+ for f in self.faces:
+ if len(f.vertices)!=current_size:
+ current_size = len(f.vertices)
+ self.batches.append(Batch("PATCHES"))
+ self.batches[-1].patch_size = current_size
+ sequence = self.batches[-1].vertices
+
+ sequence += f.vertices
def reorder_faces(self, task):
# Tom Forsyth's vertex cache optimization algorithm
for i, f in enumerate(self.faces):
f.index = i
+ def reorder_patches(self, task):
+ for f in self.faces:
+ f.flag = False
+
+ reordered_faces = []
+ n_processed = 0
+
+ while 1:
+ current_size = 0
+
+ for f in self.faces:
+ if f.flag:
+ continue
+
+ if not current_size:
+ current_size = len(f.vertices)
+ elif len(f.vertices)!=current_size:
+ continue
+
+ reordered_faces.append(f)
+ f.flag = True
+
+ n_processed += 1
+ task.set_progress(n_processed/len(self.faces))
+
+ if not current_size:
+ break
+
def reorder_vertices(self):
for v in self.vertices:
v.index = -1
reordered_vertices = []
- for s in self.vertex_sequence:
- for v in s:
+ for b in self.batches:
+ for v in b.vertices:
if v.index<0:
v.index = len(reordered_vertices)
reordered_vertices.append(v)
e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
-def create_mesh_from_object(ctx, obj, material_atlas):
+def create_mesh_from_object(ctx, obj):
if obj.type!="MESH":
raise Exception("Object {} is not a mesh".format(obj.name))
bmesh = eval_obj.to_mesh()
# Object.to_mesh does not copy custom properties
- bmesh.winding_test = o.data.winding_test
bmesh.smoothing = o.data.smoothing
bmesh.use_lines = o.data.use_lines
bmesh.vertex_groups = o.data.vertex_groups
mesh.name = obj.data.name
- if material_atlas:
- mesh.apply_material_atlas(material_atlas)
-
task = ctx.task("Triangulating", 0.3)
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)