]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/mesh.py
Redesign progress and error reporting in the Blender exporter
[libs/gl.git] / blender / io_mspgl / mesh.py
index 8009191f080a045468c36908cee738a988e562e4..fb568ec416fb04739ef7b49c8b2bbd0a1f9f972e 100644 (file)
@@ -305,7 +305,7 @@ class Mesh:
 
                self.lines += other.lines
 
-       def prepare_triangles(self, progress):
+       def prepare_triangles(self, task):
                face_count = len(self.faces)
                for i in range(face_count):
                        f = self.faces[i]
@@ -365,9 +365,9 @@ class Mesh:
                        f.normal = normals[1-cut_index]
                        nf.normal = normals[3-cut_index]
 
-                       progress.set_progress(i/face_count)
+                       task.set_progress(i/face_count)
 
-       def prepare_smoothing(self, progress):
+       def prepare_smoothing(self, task):
                smooth_limit = -1
                if self.smoothing=='NONE':
                        for f in self.faces:
@@ -380,14 +380,12 @@ class Mesh:
                for e in self.edges:
                        e.check_smooth(smooth_limit)
 
-               progress.push_task("Sharp edges", 0.0, 0.7)
-               self.split_vertices(self.find_smooth_group, progress)
+               subtask = task.task("Sharp edges", 0.7)
+               self.split_vertices(self.find_smooth_group, subtask)
 
                if self.smoothing!='BLENDER':
-                       progress.set_task("Updating normals", 0.7, 1.0)
-                       self.compute_normals(progress)
-
-               progress.pop_task()
+                       subtask = task.task("Updating normals", 1.0)
+                       self.compute_normals(subtask)
 
        def prepare_vertex_groups(self, obj):
                if not self.vertex_groups:
@@ -439,7 +437,7 @@ class Mesh:
                        for i in f.loop_indices:
                                layer.uvs[i] = uv
 
-       def prepare_uv(self, progress):
+       def prepare_uv(self, task):
                # Form a list of UV layers referenced by materials with the array atlas
                # property set
                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']
@@ -457,9 +455,6 @@ class Mesh:
                                        for i in f.loop_indices:
                                                l.uvs[i] = mathutils.Vector((*l.uvs[i], layer))
 
-               prog_count = len(self.uv_layers)
-               prog_step = 0
-
                # Split by the UV layer used for tangent vectors first so connectivity
                # remains intact for tangent vector computation
                tangent_layer_index = -1
@@ -471,26 +466,27 @@ class Mesh:
                        elif self.uv_layers[0].unit==0:
                                tangent_layer_index = 0
 
-                       if tangent_layer_index>=0:
-                               prog_count += 1
-                               progress.push_task_slice("Computing tangents", 0, prog_count)
-                               self.split_vertices(self.find_uv_group, progress, tangent_layer_index)
-                               progress.set_task_slice(self.tangent_uvtex, 1, prog_count)
-                               self.compute_tangents(tangent_layer_index, progress)
-                               progress.pop_task()
-                               prog_step = 2
-                       else:
+                       if tangent_layer_index<0:
                                raise Exception("Invalid configuration on mesh {}: No tangent UV layer".format(self.name))
 
+               prog_count = len(self.uv_layers)
+               if tangent_layer_index>=0:
+                       prog_count += 1
+               task.set_slices(prog_count)
+
+               if tangent_layer_index>=0:
+                       subtask = task.next_slice("Computing tangents")
+                       self.split_vertices(self.find_uv_group, subtask, tangent_layer_index)
+                       subtask = task.next_slice(self.tangent_uvtex)
+                       self.compute_tangents(tangent_layer_index, subtask)
+
                # Split by the remaining UV layers
                for i, u in enumerate(self.uv_layers):
                        if i==tangent_layer_index:
                                continue
 
-                       progress.push_task_slice(u.name, prog_step, prog_count)
-                       self.split_vertices(self.find_uv_group, progress, i)
-                       progress.pop_task()
-                       prog_step += 1
+                       subtask = task.next_slice(u.name)
+                       self.split_vertices(self.find_uv_group, subtask, i)
 
                # Copy UVs from layers to vertices
                for v in self.vertices:
@@ -502,11 +498,11 @@ class Mesh:
                        else:
                                v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
 
-       def prepare_colors(self, progress):
+       def prepare_colors(self, task):
                if not self.colors:
                        return
 
-               self.split_vertices(self.find_color_group, progress)
+               self.split_vertices(self.find_color_group, task)
 
                for v in self.vertices:
                        if v.faces:
@@ -515,7 +511,7 @@ class Mesh:
                        else:
                                v.color = (1.0, 1.0, 1.0, 1.0)
 
-       def split_vertices(self, find_group_func, progress, *args):
+       def split_vertices(self, find_group_func, task, *args):
                vertex_count = len(self.vertices)
                for i in range(vertex_count):
                        v = self.vertices[i]
@@ -567,7 +563,7 @@ class Mesh:
                                        f.vertices[f.vertices.index(v)] = nv
                                        nv.faces.append(f)
 
-                       progress.set_progress(i/vertex_count)
+                       task.set_progress(i/vertex_count)
 
        def find_smooth_group(self, vertex, face):
                face.flag = True
@@ -613,7 +609,7 @@ class Mesh:
 
                return group
 
-       def compute_normals(self, progress):
+       def compute_normals(self, task):
                for i, v in enumerate(self.vertices):
                        v.normal = mathutils.Vector()
                        for f in v.faces:
@@ -631,9 +627,9 @@ class Mesh:
                        else:
                                v.normal = mathutils.Vector((0, 0, 1))
 
-                       progress.set_progress(i/len(self.vertices))
+                       task.set_progress(i/len(self.vertices))
 
-       def compute_tangents(self, index, progress):
+       def compute_tangents(self, index, task):
                layer_uvs = self.uv_layers[index].uvs
 
                for i, v in enumerate(self.vertices):
@@ -657,13 +653,13 @@ class Mesh:
                        if v.tan.length:
                                v.tan.normalize()
 
-                       progress.set_progress(i/len(self.vertices))
+                       task.set_progress(i/len(self.vertices))
 
-       def prepare_sequence(self, progress):
-               progress.push_task("Reordering faces", 0.0, 0.5)
-               self.reorder_faces(progress)
+       def prepare_sequence(self, task):
+               subtask = task.task("Reordering faces", 0.5)
+               self.reorder_faces(subtask)
 
-               progress.set_task("Building sequence", 0.5, 1.0)
+               subtask = task.task("Building sequence", 1.0)
                sequence = None
                for i, f in enumerate(self.faces):
                        if sequence:
@@ -690,13 +686,11 @@ class Mesh:
                                sequence = f.vertices[:]
                                self.vertex_sequence.append(sequence)
 
-                       progress.set_progress(i/len(self.faces))
-
-               progress.pop_task()
+                       subtask.set_progress(i/len(self.faces))
 
                self.reorder_vertices()
 
-       def reorder_faces(self, progress):
+       def reorder_faces(self, task):
                # Tom Forsyth's vertex cache optimization algorithm
                # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
 
@@ -772,7 +766,7 @@ class Mesh:
                        del cached_vertices[max_cache_size:]
 
                        n_processed += 1
-                       progress.set_progress(n_processed/len(self.faces))
+                       task.set_progress(n_processed/len(self.faces))
 
                self.faces = reordered_faces
                for i, f in enumerate(self.faces):
@@ -795,11 +789,11 @@ class Mesh:
                        e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
 
 
-def create_mesh_from_object(context, obj, material_atlas, progress):
+def create_mesh_from_object(ctx, obj, material_atlas):
        if obj.type!="MESH":
                raise Exception("Object {} is not a mesh".format(obj.name))
 
-       progress.push_task("Preparing mesh", 0.0, 0.2)
+       task = ctx.task("Collecting mesh data", 0.2)
 
        objs = [(obj, mathutils.Matrix())]
        i = 0
@@ -810,7 +804,7 @@ def create_mesh_from_object(context, obj, material_atlas, progress):
                        if c.type=="MESH" and c.compound:
                                objs.append((c, m*c.matrix_local))
 
-       dg = context.evaluated_depsgraph_get()
+       dg = ctx.context.evaluated_depsgraph_get()
 
        mesh = None
        for o, m in objs:
@@ -844,19 +838,17 @@ def create_mesh_from_object(context, obj, material_atlas, progress):
        if material_atlas:
                mesh.apply_material_atlas(material_atlas)
 
-       progress.set_task("Triangulating", 0.2, 0.3)
-       mesh.prepare_triangles(progress)
-       progress.set_task("Smoothing", 0.3, 0.5)
-       mesh.prepare_smoothing(progress)
-       progress.set_task("Vertex groups", 0.5, 0.6)
+       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)
-       progress.set_task("Preparing UVs", 0.6, 0.75)
-       mesh.prepare_uv(progress)
-       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()
+       task = ctx.task("Preparing UVs", 0.75)
+       mesh.prepare_uv(task)
+       task = ctx.task("Preparing vertex colors", 0.85)
+       mesh.prepare_colors(task)
+       task = ctx.task("Render sequence", 1.0)
+       mesh.prepare_sequence(task)
 
        return mesh