From cc4a1b0e0414172a618b48e3ccea7b7e42d9438b Mon Sep 17 00:00:00 2001 From: William Herald Snyder Date: Sun, 8 Jan 2023 20:54:37 -0500 Subject: [PATCH] Create sv faces from half-edge list. Current method doesn't check for duplicates, but Blender seems to filter them anyhow. --- addons/io_scene_swbf_msh/msh_mesh_to_blend.py | 96 ++++++++++++++++--- .../io_scene_swbf_msh/msh_scene_to_blend.py | 3 +- 2 files changed, 85 insertions(+), 14 deletions(-) diff --git a/addons/io_scene_swbf_msh/msh_mesh_to_blend.py b/addons/io_scene_swbf_msh/msh_mesh_to_blend.py index 5f04984..a431555 100644 --- a/addons/io_scene_swbf_msh/msh_mesh_to_blend.py +++ b/addons/io_scene_swbf_msh/msh_mesh_to_blend.py @@ -49,14 +49,87 @@ def model_to_shadow_mesh(model: Model, shadow_geometry : ShadowGeometry): # As is the case with normal geometry processing, # these will contain flattened lists vertex_positions = [convert_vector_space(position) for position in shadow_geometry.positions] - edges = shadow_geometry.edges - - # This is all we have to do for vertices, other attributes are done per-loop + + # Vertices blender_mesh.vertices.add(len(vertex_positions)) blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position]) - - blender_mesh.edges.add(len(edges)) - blender_mesh.edges.foreach_set("vertices", [index for edge in edges for index in (edge[0],edges[edge[1]][0])]) + + + def faces_from_half_edges(half_edges : List[Tuple[int,int,int,int]]) -> List[List[int]]: + faces = [] + visited_edges = [False] * len(half_edges) + + for i in range(len(half_edges)): + + if visited_edges[i]: + continue + + curr_edge = half_edges[i] + + curr_index = curr_edge[0] + starting_index = curr_index + + face_length = 0 + face_temp = [0] * 5 + + while True: + + if face_length + 1> len(face_temp): + face_temp.append(curr_index) + else: + face_temp[face_length] = curr_index + + face_length += 1 + + curr_edge = half_edges[curr_edge[1]] + curr_index = curr_edge[0] + + if (curr_index == starting_index): + break + + #print(f"Added a face of length: {face_length}") + faces.append(face_temp[0:face_length]) + + return faces + + polygons = faces_from_half_edges(shadow_geometry.edges) + + # LOOPS + flat_indices = [index for polygon in polygons for index in polygon] + blender_mesh.loops.add(len(flat_indices)) + + # Position indices + blender_mesh.loops.foreach_set("vertex_index", flat_indices) + + + + # POLYGONS/FACES + blender_mesh.polygons.add(len(polygons)) + + # Indices of starting loop for each polygon + polygon_loop_start_indices = [0] * len(polygons) + current_polygon_start_index = 0 + + # Number of loops in this polygon. Polygon i will use + # loops from polygon_loop_start_indices[i] to + # polygon_loop_start_indices[i] + polygon_loop_totals[i] + polygon_loop_totals = [0] * len(polygons) + + for i,polygon in enumerate(polygons): + polygon_loop_start_indices[i] = current_polygon_start_index + + current_polygon_length = len(polygon) + current_polygon_start_index += current_polygon_length + + polygon_loop_totals[i] = current_polygon_length + + blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices) + blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals) + + blender_mesh.validate(clean_customdata=False) + blender_mesh.update() + + #sv_name = model.name if model.name.startswith("sv_") else "sv_" + model.name blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh) @@ -163,25 +236,24 @@ def model_to_mesh(model: Model, scene: Scene, materials_map : Dict[str, bpy.type # POLYGONS/FACES - blender_mesh.polygons.add(len(polygons)) # Indices of starting loop for each polygon - polygon_loop_start_indices = [] + polygon_loop_start_indices = [0] * len(polygons) current_polygon_start_index = 0 # Number of loops in this polygon. Polygon i will use # loops from polygon_loop_start_indices[i] to # polygon_loop_start_indices[i] + polygon_loop_totals[i] - polygon_loop_totals = [] + polygon_loop_totals = [0] * len(polygons) - for polygon in polygons: - polygon_loop_start_indices.append(current_polygon_start_index) + for i,polygon in enumerate(polygons): + polygon_loop_start_indices[i] = current_polygon_start_index current_polygon_length = len(polygon) current_polygon_start_index += current_polygon_length - polygon_loop_totals.append(current_polygon_length) + polygon_loop_totals[i] = current_polygon_length blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices) blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals) diff --git a/addons/io_scene_swbf_msh/msh_scene_to_blend.py b/addons/io_scene_swbf_msh/msh_scene_to_blend.py index dc6a571..b727030 100644 --- a/addons/io_scene_swbf_msh/msh_scene_to_blend.py +++ b/addons/io_scene_swbf_msh/msh_scene_to_blend.py @@ -44,10 +44,9 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) new_obj = bpy.data.objects.new(model.name, None) new_obj.empty_display_size = 1 new_obj.empty_display_type = 'PLAIN_AXES' - + new_obj.name = model.name model_map[model.name] = new_obj - new_obj.name = model.name if model.parent: new_obj.parent = model_map[model.parent]