Catch absent geometry in objects not of type EMPTY
This commit is contained in:
parent
5d86a88411
commit
d6973e9793
@ -58,113 +58,113 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
|
||||
polygon_material_indices = []
|
||||
|
||||
|
||||
for segment in model.geometry:
|
||||
if model.geometry:
|
||||
|
||||
if not validate_segment_geometry(segment):
|
||||
continue
|
||||
for segment in model.geometry:
|
||||
|
||||
blender_mesh.materials.append(materials_map[segment.material_name])
|
||||
if not validate_segment_geometry(segment):
|
||||
continue
|
||||
|
||||
vertex_positions += [tuple(convert_vector_space(p)) for p in segment.positions]
|
||||
blender_mesh.materials.append(materials_map[segment.material_name])
|
||||
|
||||
if segment.texcoords:
|
||||
vertex_uvs += [tuple(texcoord) for texcoord in segment.texcoords]
|
||||
else:
|
||||
vertex_uvs += [(0.0,0.0) for _ in range(len(segment.positions))]
|
||||
vertex_positions += [tuple(convert_vector_space(p)) for p in segment.positions]
|
||||
|
||||
if segment.normals:
|
||||
vertex_normals += [tuple(convert_vector_space(n)) for n in segment.normals]
|
||||
if segment.texcoords:
|
||||
vertex_uvs += [tuple(texcoord) for texcoord in segment.texcoords]
|
||||
else:
|
||||
vertex_uvs += [(0.0,0.0) for _ in range(len(segment.positions))]
|
||||
|
||||
if segment.weights:
|
||||
vertex_weights_offsets[polygon_index_offset] = segment.weights
|
||||
if segment.normals:
|
||||
vertex_normals += [tuple(convert_vector_space(n)) for n in segment.normals]
|
||||
|
||||
if segment.weights:
|
||||
vertex_weights_offsets[polygon_index_offset] = segment.weights
|
||||
|
||||
|
||||
segment_polygons = []
|
||||
segment_polygons = []
|
||||
|
||||
if segment.triangles:
|
||||
segment_polygons = [tuple([ind + polygon_index_offset for ind in tri]) for tri in segment.triangles]
|
||||
elif segment.triangle_strips:
|
||||
for strip in segment.triangle_strips:
|
||||
for i in range(len(strip) - 2):
|
||||
strip_tri = tuple([polygon_index_offset + strip[j] for j in range(i,i+3)])
|
||||
segment_polygons.append(strip_tri)
|
||||
elif segment.polygons:
|
||||
segment_polygons = [tuple([ind + polygon_index_offset for ind in polygon]) for polygon in segment.polygons]
|
||||
if segment.triangles:
|
||||
segment_polygons = [tuple([ind + polygon_index_offset for ind in tri]) for tri in segment.triangles]
|
||||
elif segment.triangle_strips:
|
||||
for strip in segment.triangle_strips:
|
||||
for i in range(len(strip) - 2):
|
||||
strip_tri = tuple([polygon_index_offset + strip[j] for j in range(i,i+3)])
|
||||
segment_polygons.append(strip_tri)
|
||||
elif segment.polygons:
|
||||
segment_polygons = [tuple([ind + polygon_index_offset for ind in polygon]) for polygon in segment.polygons]
|
||||
|
||||
polygon_index_offset += len(segment.positions)
|
||||
polygon_index_offset += len(segment.positions)
|
||||
|
||||
polygons += segment_polygons
|
||||
polygons += segment_polygons
|
||||
|
||||
polygon_material_indices += [current_material_index for _ in segment_polygons]
|
||||
current_material_index += 1
|
||||
polygon_material_indices += [current_material_index for _ in segment_polygons]
|
||||
current_material_index += 1
|
||||
|
||||
'''
|
||||
Start building the blender mesh
|
||||
'''
|
||||
|
||||
# VERTICES
|
||||
|
||||
# This is all we have to do for vertices, other attributes are done per-loop
|
||||
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])
|
||||
|
||||
|
||||
# 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)
|
||||
|
||||
# Normals
|
||||
blender_mesh.create_normals_split()
|
||||
blender_mesh.loops.foreach_set("normal", [component for i in flat_indices for component in vertex_normals[i]])
|
||||
|
||||
# UVs
|
||||
blender_mesh.uv_layers.new(do_init=False)
|
||||
blender_mesh.uv_layers[0].data.foreach_set("uv", [component for i in flat_indices for component in vertex_uvs[i]])
|
||||
|
||||
|
||||
|
||||
'''
|
||||
Start building the blender mesh
|
||||
'''
|
||||
# POLYGONS/FACES
|
||||
|
||||
# VERTICES
|
||||
blender_mesh.polygons.add(len(polygons))
|
||||
|
||||
# This is all we have to do for vertices, other attributes are done per-loop
|
||||
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])
|
||||
# Indices of starting loop for each polygon
|
||||
polygon_loop_start_indices = []
|
||||
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 = []
|
||||
|
||||
for polygon in polygons:
|
||||
polygon_loop_start_indices.append(current_polygon_start_index)
|
||||
|
||||
current_polygon_length = len(polygon)
|
||||
current_polygon_start_index += current_polygon_length
|
||||
|
||||
polygon_loop_totals.append(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.polygons.foreach_set("material_index", polygon_material_indices)
|
||||
blender_mesh.polygons.foreach_set("use_smooth", [True for _ in polygons])
|
||||
|
||||
blender_mesh.validate(clean_customdata=False)
|
||||
blender_mesh.update()
|
||||
|
||||
|
||||
# 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)
|
||||
|
||||
# Normals
|
||||
blender_mesh.create_normals_split()
|
||||
blender_mesh.loops.foreach_set("normal", [component for i in flat_indices for component in vertex_normals[i]])
|
||||
|
||||
# UVs
|
||||
blender_mesh.uv_layers.new(do_init=False)
|
||||
blender_mesh.uv_layers[0].data.foreach_set("uv", [component for i in flat_indices for component in vertex_uvs[i]])
|
||||
|
||||
|
||||
|
||||
# POLYGONS/FACES
|
||||
|
||||
blender_mesh.polygons.add(len(polygons))
|
||||
|
||||
# Indices of starting loop for each polygon
|
||||
polygon_loop_start_indices = []
|
||||
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 = []
|
||||
|
||||
for polygon in polygons:
|
||||
polygon_loop_start_indices.append(current_polygon_start_index)
|
||||
|
||||
current_polygon_length = len(polygon)
|
||||
current_polygon_start_index += current_polygon_length
|
||||
|
||||
polygon_loop_totals.append(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.polygons.foreach_set("material_index", polygon_material_indices)
|
||||
blender_mesh.polygons.foreach_set("use_smooth", [True for _ in polygons])
|
||||
|
||||
blender_mesh.validate(clean_customdata=False)
|
||||
blender_mesh.update()
|
||||
|
||||
|
||||
# Reset custom normals after calling update/validate
|
||||
reset_normals = [0.0] * (len(blender_mesh.loops) * 3)
|
||||
blender_mesh.loops.foreach_get("normal", reset_normals)
|
||||
blender_mesh.normals_split_custom_set(tuple(zip(*(iter(reset_normals),) * 3)))
|
||||
blender_mesh.use_auto_smooth = True
|
||||
# Reset custom normals after calling update/validate
|
||||
reset_normals = [0.0] * (len(blender_mesh.loops) * 3)
|
||||
blender_mesh.loops.foreach_get("normal", reset_normals)
|
||||
blender_mesh.normals_split_custom_set(tuple(zip(*(iter(reset_normals),) * 3)))
|
||||
blender_mesh.use_auto_smooth = True
|
||||
|
||||
|
||||
blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
|
||||
@ -192,3 +192,11 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user