fix handling of mesh loops
Fixes UVs, vertex colousr and adds support for custom normals. (Probably Blender's API can be confusing.)
This commit is contained in:
parent
c12fc862b0
commit
107dd2e8bf
|
@ -2,7 +2,7 @@
|
|||
Model objects. """
|
||||
|
||||
import bpy
|
||||
from typing import List, Set, Dict
|
||||
from typing import List, Set, Dict, Tuple
|
||||
from itertools import zip_longest
|
||||
from .msh_model import *
|
||||
from .msh_model_utilities import *
|
||||
|
@ -64,21 +64,17 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
|
|||
""" Creates a list of GeometrySegment objects from a Blender mesh.
|
||||
Does NOT create triangle strips in the GeometrySegment however. """
|
||||
|
||||
if mesh.has_custom_normals:
|
||||
mesh.calc_normals_split()
|
||||
|
||||
mesh.validate_material_indices()
|
||||
mesh.calc_loop_triangles()
|
||||
|
||||
if len(mesh.materials) != 0:
|
||||
return create_mesh_geometry_with_materials(mesh)
|
||||
material_count = max(len(mesh.materials), 1)
|
||||
|
||||
return [create_mesh_geometry_without_materials(mesh)]
|
||||
|
||||
def create_mesh_geometry_with_materials(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
|
||||
""" Creates a list of GeometrySegment objects from a Blender mesh
|
||||
that references materials. """
|
||||
|
||||
segments: List[GeometrySegment] = [GeometrySegment() for i in range(len(mesh.materials))]
|
||||
vertex_remap: List[Dict[int, int]] = [dict() for i in range(len(mesh.materials))]
|
||||
polygons: List[Set[int]] = [set() for i in range(len(mesh.materials))]
|
||||
segments: List[GeometrySegment] = [GeometrySegment() for i in range(material_count)]
|
||||
vertex_remap: List[Dict[Tuple(int, int), int]] = [dict() for i in range(material_count)]
|
||||
polygons: List[Set[int]] = [set() for i in range(material_count)]
|
||||
|
||||
if mesh.vertex_colors.active is not None:
|
||||
for segment in segments:
|
||||
|
@ -87,69 +83,48 @@ def create_mesh_geometry_with_materials(mesh: bpy.types.Mesh) -> List[GeometrySe
|
|||
for segment, material in zip(segments, mesh.materials):
|
||||
segment.material_name = material.name
|
||||
|
||||
def add_vertex(material_index: int, index : int) -> int:
|
||||
def add_vertex(material_index: int, vertex_index: int, loop_index: int) -> int:
|
||||
nonlocal segments, vertex_remap
|
||||
|
||||
segment = segments[material_index]
|
||||
remap = vertex_remap[material_index]
|
||||
|
||||
if index in remap:
|
||||
return remap[index]
|
||||
if (vertex_index, loop_index) in remap:
|
||||
return remap[(vertex_index, loop_index)]
|
||||
|
||||
new_index: int = len(segment.positions)
|
||||
remap[index] = new_index
|
||||
remap[(vertex_index, loop_index)] = new_index
|
||||
|
||||
segment.positions.append(mesh.vertices[index].co.copy())
|
||||
segment.normals.append(mesh.vertices[index].normal.copy())
|
||||
segment.positions.append(mesh.vertices[vertex_index].co.copy())
|
||||
|
||||
if mesh.has_custom_normals:
|
||||
segment.normals.append(mesh.loops[loop_index].normal.copy())
|
||||
else:
|
||||
segment.normals.append(mesh.vertices[vertex_index].normal.copy())
|
||||
|
||||
if mesh.uv_layers.active is None:
|
||||
segment.texcoords.append(Vector((0.0, 0.0)))
|
||||
else:
|
||||
segment.texcoords.append(mesh.uv_layers.active.data[index].uv.copy())
|
||||
segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy())
|
||||
|
||||
if segment.colors is not None:
|
||||
segment.colors.append([v for v in mesh.vertex_colors.active.data[index].color])
|
||||
segment.colors.append([v for v in mesh.vertex_colors.active.data[loop_index].color])
|
||||
|
||||
return new_index
|
||||
|
||||
for tri in mesh.loop_triangles:
|
||||
polygons[tri.material_index].add(tri.polygon_index)
|
||||
segments[tri.material_index].triangles.append([add_vertex(tri.material_index, i) for i in tri.vertices])
|
||||
segments[tri.material_index].triangles.append(
|
||||
[add_vertex(tri.material_index, v, l) for v, l in zip(tri.vertices, tri.loops)])
|
||||
|
||||
for segment, remap, polys in zip(segments, vertex_remap, polygons):
|
||||
for poly_index in polys:
|
||||
poly = mesh.polygons[poly_index]
|
||||
|
||||
segment.polygons.append([remap[i] for i in poly.vertices])
|
||||
segment.polygons.append([remap[(v, l)] for v, l in zip(poly.vertices, poly.loop_indices)])
|
||||
|
||||
return segments
|
||||
|
||||
def create_mesh_geometry_without_materials(mesh: bpy.types.Mesh) -> GeometrySegment:
|
||||
""" Creates a list of GeometrySegment objects from a Blender mesh
|
||||
that doesn't references materials. """
|
||||
|
||||
segment = GeometrySegment()
|
||||
|
||||
for tri in mesh.loop_triangles:
|
||||
segment.triangles.append([i for i in tri.vertices])
|
||||
|
||||
for vertex in mesh.vertices:
|
||||
segment.positions.append(vertex.co.copy())
|
||||
segment.normals.append(vertex.normal.copy())
|
||||
|
||||
if mesh.uv_layers.active is None:
|
||||
segment.texcoords = [Vector((0.0, 0.0))] * len(mesh.vertices)
|
||||
else:
|
||||
segment.texcoords = [texcoords.uv.copy() for texcoords in mesh.uv_layers.active.data]
|
||||
|
||||
if mesh.vertex_colors.active is not None:
|
||||
segment.colors = [[v for v in color.color] for color in mesh.vertex_colors.active.data]
|
||||
|
||||
for polygon in mesh.polygons:
|
||||
segment.polygons.append([v for v in polygon.vertices])
|
||||
|
||||
return segment
|
||||
|
||||
def get_object_worldspace_scale(obj: bpy.types.Object) -> Vector:
|
||||
""" Get the worldspace scale transform for a Blender object. """
|
||||
|
||||
|
|
Loading…
Reference in New Issue