Blender-ZeroEngine-MSH2-Plugin/src_research_readme/blender_2.43_scripts/bpymodules/meshtools.py

356 lines
12 KiB
Python

# $Id: meshtools.py 9294 2006-12-12 10:38:43Z campbellbarton $
#
# +---------------------------------------------------------+
# | Copyright (c) 2001 Anthony D'Agostino |
# | http://www.redrival.com/scorpius |
# | scorpius@netzero.com |
# | September 28, 2002 |
# +---------------------------------------------------------+
# | Common Functions & Global Variables For All IO Modules |
# +---------------------------------------------------------+
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
import Blender
import sys
show_progress = 1 # Set to 0 for faster performance
average_vcols = 1 # Off for per-face, On for per-vertex
overwrite_mesh_name = 0 # Set to 0 to increment object-name version
blender_version = Blender.Get('version')
blender_version_str = `blender_version`[0] + '.' + `blender_version`[1:]
try:
import operator
except:
msg = "Error: you need a full Python install to run this script."
meshtools.print_boxed(msg)
Blender.Draw.PupMenu("ERROR%t|"+msg)
# =================================
# === Append Faces To Face List ===
# =================================
def append_faces(mesh, faces, facesuv, uvcoords):
for i in xrange(len(faces)):
if not i%100 and show_progress: Blender.Window.DrawProgressBar(float(i)/len(faces), "Generating Faces")
numfaceverts=len(faces[i])
if numfaceverts == 2: #This is not a face is an edge
if mesh.edges == None: #first run
mesh.addEdgeData()
#rev_face = revert(cur_face)
i1 = faces[i][0]
i2 = faces[i][1]
ee = mesh.addEdge(mesh.verts[i1],mesh.verts[i2])
ee.flag |= Blender.NMesh.EdgeFlags.EDGEDRAW
ee.flag |= Blender.NMesh.EdgeFlags.EDGERENDER
elif numfaceverts in [3,4]: # This face is a triangle or quad
face = Blender.NMesh.Face()
for j in xrange(numfaceverts):
index = faces[i][j]
face.v.append(mesh.verts[index])
if len(uvcoords) > 1:
uvidx = facesuv[i][j]
face.uv.append(uvcoords[uvidx])
face.mode = 0
face.col = [Blender.NMesh.Col()]*4
mesh.faces.append(face)
else: # Triangulate n-sided convex polygon.
a, b, c = 0, 1, 2 # Indices of first triangle.
for j in xrange(numfaceverts-2): # Number of triangles in polygon.
face = Blender.NMesh.Face()
face.v.append(mesh.verts[faces[i][a]])
face.v.append(mesh.verts[faces[i][b]])
face.v.append(mesh.verts[faces[i][c]])
b = c; c += 1
mesh.faces.append(face)
#face.smooth = 1
# ===================================
# === Append Verts to Vertex List ===
# ===================================
def append_verts(mesh, verts, normals):
#print "Number of normals:", len(normals)
#print "Number of verts :", len(verts)
for i in xrange(len(verts)):
if not i%100 and show_progress: Blender.Window.DrawProgressBar(float(i)/len(verts), "Generating Verts")
x, y, z = verts[i]
mesh.verts.append(Blender.NMesh.Vert(x, y, z))
if normals:
mesh.verts[i].no[0] = normals[i][0]
mesh.verts[i].no[1] = normals[i][1]
mesh.verts[i].no[2] = normals[i][2]
# ===========================
# === Create Blender Mesh ===
# ===========================
def create_mesh(verts, faces, objname, facesuv=[], uvcoords=[], normals=[]):
if normals: normal_flag = 0
else: normal_flag = 1
mesh = Blender.NMesh.GetRaw()
append_verts(mesh, verts, normals)
append_faces(mesh, faces, facesuv, uvcoords)
if not overwrite_mesh_name:
objname = versioned_name(objname)
ob= Blender.NMesh.PutRaw(mesh, objname, normal_flag) # Name the Mesh
ob.name= objname # Name the Object
Blender.Redraw()
# ==============================
# === Increment Name Version ===
# ==============================
def versioned_name(objname):
existing_names = []
for object in Blender.Object.Get():
existing_names.append(object.name)
existing_names.append(object.getData(name_only=1))
if objname in existing_names: # don't over-write other names
try:
name, ext = objname.split('.')
except ValueError:
name, ext = objname, ''
try:
num = int(ext)
root = name
except ValueError:
root = objname
for i in xrange(1, 1000):
objname = "%s.%03d" % (root, i)
if objname not in existing_names:
break
return objname
# ===========================
# === Print Text In A Box ===
# ===========================
def print_boxed(text):
lines = text.splitlines()
maxlinelen = max(map(len, lines))
if sys.platform[:3] == "win":
print chr(218)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(191)
for line in lines:
print chr(179) + ' ' + line.ljust(maxlinelen) + ' ' + chr(179)
print chr(192)+chr(196) + chr(196)*maxlinelen + chr(196)+chr(217)
else:
print '+-' + '-'*maxlinelen + '-+'
for line in lines: print '| ' + line.ljust(maxlinelen) + ' |'
print '+-' + '-'*maxlinelen + '-+'
print '\a\r', # beep when done
# ===============================================
# === Get euler angles from a rotation matrix ===
# ===============================================
def mat2euler(mat):
angle_y = -math.asin(mat[0][2])
c = math.cos(angle_y)
if math.fabs(c) > 0.005:
angle_x = math.atan2(mat[1][2]/c, mat[2][2]/c)
angle_z = math.atan2(mat[0][1]/c, mat[0][0]/c)
else:
angle_x = 0.0
angle_z = -math.atan2(mat[1][0], mat[1][1])
return (angle_x, angle_y, angle_z)
# ==========================
# === Transpose A Matrix ===
# ==========================
def transpose(A):
S = len(A)
T = len(A[0])
B = [[None]*S for i in xrange(T)]
for i in xrange(T):
for j in xrange(S):
B[i][j] = A[j][i]
return B
# =======================
# === Apply Transform ===
# =======================
def apply_transform(vertex, matrix):
x, y, z = vertex
xloc, yloc, zloc = matrix[3][0], matrix[3][1], matrix[3][2]
xcomponent = x*matrix[0][0] + y*matrix[1][0] + z*matrix[2][0] + xloc
ycomponent = x*matrix[0][1] + y*matrix[1][1] + z*matrix[2][1] + yloc
zcomponent = x*matrix[0][2] + y*matrix[1][2] + z*matrix[2][2] + zloc
vertex = [xcomponent, ycomponent, zcomponent]
return vertex
# =========================
# === Has Vertex Colors ===
# =========================
def has_vertex_colors(mesh):
# My replacement/workaround for hasVertexColours()
# The docs say:
# "Warning: If a mesh has both vertex colours and textured faces,
# this function will return False. This is due to the way Blender
# deals internally with the vertex colours array (if there are
# textured faces, it is copied to the textured face structure and
# the original array is freed/deleted)."
try:
return mesh.faces[0].col[0]
except:
return 0
# ===========================
# === Generate Edge Table ===
# ===========================
def generate_edgetable(mesh):
edge_table = {}
numfaces = len(mesh.faces)
for i in xrange(numfaces):
if not i%100 and show_progress:
Blender.Window.DrawProgressBar(float(i)/numfaces, "Generating Edge Table")
if len(mesh.faces[i].v) == 4: # Process Quadrilaterals
generate_entry_from_quad(mesh, i, edge_table)
elif len(mesh.faces[i].v) == 3: # Process Triangles
generate_entry_from_tri(mesh, i, edge_table)
else: # Skip This Face
print "Face #", i, "was skipped."
# === Sort Edge_Table Keys & Add Edge Indices ===
i = 0
keys = edge_table.keys()
keys.sort()
for key in keys:
edge_table[key][6] = i
i += 1
# === Replace Tuples With Indices ===
for key in keys:
for i in [2,3,4,5]:
if edge_table.has_key(edge_table[key][i]):
edge_table[key][i] = edge_table[edge_table[key][i]][6]
else:
keyrev = (edge_table[key][i][1], edge_table[key][i][0])
edge_table[key][i] = edge_table[keyrev][6]
return edge_table
# ================================
# === Generate Entry From Quad ===
# ================================
def generate_entry_from_quad(mesh, i, edge_table):
vertex4, vertex3, vertex2, vertex1 = mesh.faces[i].v
if has_vertex_colors(mesh):
vcolor4, vcolor3, vcolor2, vcolor1 = mesh.faces[i].col
Acol = (vcolor1.r/255.0, vcolor1.g/255.0, vcolor1.b/255.0)
Bcol = (vcolor2.r/255.0, vcolor2.g/255.0, vcolor2.b/255.0)
Ccol = (vcolor3.r/255.0, vcolor3.g/255.0, vcolor3.b/255.0)
Dcol = (vcolor4.r/255.0, vcolor4.g/255.0, vcolor4.b/255.0)
# === verts are upper case, edges are lower case ===
A, B, C, D = vertex1.index, vertex2.index, vertex3.index, vertex4.index
a, b, c, d = (A, B), (B, C), (C, D), (D, A)
if edge_table.has_key((B, A)):
edge_table[(B, A)][1] = i
edge_table[(B, A)][4] = d
edge_table[(B, A)][5] = b
if has_vertex_colors(mesh): edge_table[(B, A)][8] = Bcol
else:
if has_vertex_colors(mesh):
edge_table[(A, B)] = [i, None, d, b, None, None, None, Bcol, None]
else:
edge_table[(A, B)] = [i, None, d, b, None, None, None]
if edge_table.has_key((C, B)):
edge_table[(C, B)][1] = i
edge_table[(C, B)][4] = a
edge_table[(C, B)][5] = c
if has_vertex_colors(mesh): edge_table[(C, B)][8] = Ccol
else:
if has_vertex_colors(mesh):
edge_table[(B, C)] = [i, None, a, c, None, None, None, Ccol, None]
else:
edge_table[(B, C)] = [i, None, a, c, None, None, None]
if edge_table.has_key((D, C)):
edge_table[(D, C)][1] = i
edge_table[(D, C)][4] = b
edge_table[(D, C)][5] = d
if has_vertex_colors(mesh): edge_table[(D, C)][8] = Dcol
else:
if has_vertex_colors(mesh):
edge_table[(C, D)] = [i, None, b, d, None, None, None, Dcol, None]
else:
edge_table[(C, D)] = [i, None, b, d, None, None, None]
if edge_table.has_key((A, D)):
edge_table[(A, D)][1] = i
edge_table[(A, D)][4] = c
edge_table[(A, D)][5] = a
if has_vertex_colors(mesh): edge_table[(A, D)][8] = Acol
else:
if has_vertex_colors(mesh):
edge_table[(D, A)] = [i, None, c, a, None, None, None, Acol, None]
else:
edge_table[(D, A)] = [i, None, c, a, None, None, None]
# ====================================
# === Generate Entry From Triangle ===
# ====================================
def generate_entry_from_tri(mesh, i, edge_table):
vertex3, vertex2, vertex1 = mesh.faces[i].v
if has_vertex_colors(mesh):
vcolor3, vcolor2, vcolor1, _vcolor4_ = mesh.faces[i].col
Acol = (vcolor1.r/255.0, vcolor1.g/255.0, vcolor1.b/255.0)
Bcol = (vcolor2.r/255.0, vcolor2.g/255.0, vcolor2.b/255.0)
Ccol = (vcolor3.r/255.0, vcolor3.g/255.0, vcolor3.b/255.0)
# === verts are upper case, edges are lower case ===
A, B, C = vertex1.index, vertex2.index, vertex3.index
a, b, c = (A, B), (B, C), (C, A)
if edge_table.has_key((B, A)):
edge_table[(B, A)][1] = i
edge_table[(B, A)][4] = c
edge_table[(B, A)][5] = b
if has_vertex_colors(mesh): edge_table[(B, A)][8] = Bcol
else:
if has_vertex_colors(mesh):
edge_table[(A, B)] = [i, None, c, b, None, None, None, Bcol, None]
else:
edge_table[(A, B)] = [i, None, c, b, None, None, None]
if edge_table.has_key((C, B)):
edge_table[(C, B)][1] = i
edge_table[(C, B)][4] = a
edge_table[(C, B)][5] = c
if has_vertex_colors(mesh): edge_table[(C, B)][8] = Ccol
else:
if has_vertex_colors(mesh):
edge_table[(B, C)] = [i, None, a, c, None, None, None, Ccol, None]
else:
edge_table[(B, C)] = [i, None, a, c, None, None, None]
if edge_table.has_key((A, C)):
edge_table[(A, C)][1] = i
edge_table[(A, C)][4] = b
edge_table[(A, C)][5] = a
if has_vertex_colors(mesh): edge_table[(A, C)][8] = Acol
else:
if has_vertex_colors(mesh):
edge_table[(C, A)] = [i, None, b, a, None, None, None, Acol, None]
else:
edge_table[(C, A)] = [i, None, b, a, None, None, None]