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