Create mesh from shadow geometry with verts, edges, but no faces
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@ -32,7 +32,38 @@ def validate_segment_geometry(segment : GeometrySegment):
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return True
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def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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def get_shadow_geometry(model: Model):
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for segment in model.geometry:
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if segment.shadow_geometry is not None:
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return segment.shadow_geometry
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return None
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# SHDW mesh info is of a different form from
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# normal segment geometry
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def model_to_shadow_mesh(model: Model, shadow_geometry : ShadowGeometry):
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blender_mesh = bpy.data.meshes.new(model.name)
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# As is the case with normal geometry processing,
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# these will contain flattened lists
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vertex_positions = [convert_vector_space(position) for position in shadow_geometry.positions]
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edges = shadow_geometry.edges
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# This is all we have to do for vertices, other attributes are done per-loop
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blender_mesh.vertices.add(len(vertex_positions))
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blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
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blender_mesh.edges.add(len(edges))
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blender_mesh.edges.foreach_set("vertices", [index for edge in edges for index in (edge[0],edges[edge[1]][0])])
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blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
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return blender_mesh_object
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def model_to_mesh(model: Model, scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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blender_mesh = bpy.data.meshes.new(model.name)
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@ -113,7 +144,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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# LOOPS
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flat_indices = [index for polygon in polygons for index in polygon]
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blender_mesh.loops.add(len(flat_indices))
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@ -189,3 +220,16 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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return blender_mesh_object
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def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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shadow_geometry = get_shadow_geometry(model)
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if shadow_geometry is not None:
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return model_to_shadow_mesh(model, shadow_geometry)
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else:
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return model_to_mesh(model, scene, materials_map)
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