BallanceBlenderHelper/bbp_ng/UTIL_blender_mesh.py

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import bpy, bmesh
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import typing, array, collections
from . import UTIL_functions, UTIL_virtools_types
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## Blender Mesh Usage
# This module create a universal mesh visitor, including MeshReader, MeshWriter and MeshUVModifier
# for every other possible module using.
# Obviously, MeshReader is served for 2 exporter, MeshWriter is served for 2 importer.
# MeshWriter also served for BMERevenge module and Ballance element loading.
# MeshUVModifier is used by Flatten UV and Rail UV.
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#
#region Assist Functions
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class FaceVertexData():
mPosIdx: int
mNmlIdx: int
mUvIdx: int
def __init__(self, pos: int = 0, nml: int = 0, uv: int = 0):
self.mPosIdx = pos
self.mNmlIdx = nml
self.mUvIdx = uv
class FaceData():
mIndices: tuple[FaceVertexData, ...]
mMtlIdx: int
def __init__(self, indices: tuple[FaceVertexData, ...] = tuple(), mtlidx: int = 0):
self.mIndices = indices
self.mMtlIdx = mtlidx
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def is_indices_legal(self) -> bool:
return len(self.mIndices) >= 3
def flat_vxvector3(it: typing.Iterator[UTIL_virtools_types.VxVector3]) -> typing.Iterator[float]:
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for entry in it:
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yield entry.x
yield entry.y
yield entry.z
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def flat_vxvector2(it: typing.Iterator[UTIL_virtools_types.VxVector2]) -> typing.Iterator[float]:
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for entry in it:
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yield entry.x
yield entry.y
def flat_face_nml_index(nml_idx: array.array, nml_array: array.array) -> typing.Iterator[float]:
for idx in nml_idx:
pos: int = idx * 3
yield nml_array[pos]
yield nml_array[pos + 1]
yield nml_array[pos + 2]
def flat_face_uv_index(uv_idx: array.array, uv_array: array.array) -> typing.Iterator[float]:
for idx in uv_idx:
pos: int = idx * 2
yield uv_array[pos]
yield uv_array[pos + 1]
def nest_custom_split_normal(nml_idx: array.array, nml_array: array.array) -> typing.Iterator[UTIL_virtools_types.ConstVxVector3]:
for idx in nml_idx:
pos: int = idx * 3
yield (nml_array[pos], nml_array[pos + 1], nml_array[pos + 2])
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#endregion
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class MeshReader():
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"""
The passed mesh must be created by bpy.types.Object.to_mesh() and destroyed by bpy.types.Object.to_mesh_clear().
Because this class must trianglate mesh. To prevent change original mesh, this operations is essential.
"""
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pass
class MeshWriter():
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"""
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If face do not use material, pass 0 as its material index.
If face do not have UV becuase it doesn't have material, you at least create 1 UV vector, eg. (0, 0),
then refer it to all face uv.
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"""
class MeshWriterPartData():
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mVertexPosition: typing.Iterator[UTIL_virtools_types.VxVector3] | None
mVertexNormal: typing.Iterator[UTIL_virtools_types.VxVector3] | None
mVertexUV: typing.Iterator[UTIL_virtools_types.VxVector2] | None
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mFace: typing.Iterator[FaceData] | None
mMaterial: typing.Iterator[bpy.types.Material] | None
def __init__(self):
self.mVertexPosition = None
self.mVertexNormal = None
self.mVertexUV = None
self.mFace = None
self.mMaterial = None
def is_valid(self) -> bool:
if self.mVertexPosition is None: return False
if self.mVertexNormal is None: return False
if self.mVertexUV is None: return False
if self.mFace is None: return False
if self.mMaterial is None: return False
return True
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__mAssocMesh: bpy.types.Mesh | None ##< The binding mesh for this writer. None if this writer is invalid.
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__mVertexPos: array.array ##< Array item is float(f). Length must be an integer multiple of 3.
__mVertexNormal: array.array ##< Array item is float(f). Length must be an integer multiple of 3.
__mVertexUV: array.array ##< Array item is float(f). Length must be an integer multiple of 2.
## Array item is int32(L).
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# Length must be the sum of each items in __mFaceVertexCount.
# Item is face vertex position index, based on 0, pointing to __mVertexPos (visiting need multiple it with 3 because __mVertexPos is flat struct).
__mFacePosIndices: array.array
## Same as __mFacePosIndices, but store face vertex normal index.
# Array item is int32(L). Length is equal to __mFacePosIndices
__mFaceNmlIndices: array.array
## Same as __mFacePosIndices, but store face vertex uv index.
# Array item is int32(L). Length is equal to __mFacePosIndices
__mFaceUvIndices: array.array
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## Array item is int32(L).
# Length is the face count.
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# It indicate how much vertex need to be consumed in __mFacePosIndices, __mFaceNmlIndices and __mFaceUvIndices for one face.
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__mFaceVertexCount: array.array
__mFaceMtlIdx: array.array ##< Array item is int32(L). Length is equal to __mFaceVertexCount.
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## Material Slot.
# Each item is unique make sure by __mMtlSlotMap
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__mMtlSlot: list[bpy.types.Material]
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## The map to make sure every item in __mMtlSlot is unique.
# Key is bpy.types.Material
# Value is key's index in __mMtlSlot.
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__mMtlSlotMap: dict[bpy.types.Material, int]
def __init__(self, assoc_mesh: bpy.types.Mesh):
self.__mAssocMesh = assoc_mesh
self.__mVertexPos = array.array('f')
self.__mVertexNormal = array.array('f')
self.__mVertexUV = array.array('f')
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self.__mFacePosIndices = array.array('L')
self.__mFaceNmlIndices = array.array('L')
self.__mFaceUvIndices = array.array('L')
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self.__mFaceVertexCount = array.array('L')
self.__mFaceMtlIdx = array.array('L')
self.__mMtlSlot = []
self.__mMtlSlotMap = {}
def is_valid(self) -> bool:
return self.__mAssocMesh is not None
def __enter__(self):
return self
def __exit__(self, exc_type, exc_value, traceback):
self.dispose()
def add_part(self, data: MeshWriterPartData):
if not data.is_valid():
raise UTIL_functions.BBPException('invalid mesh part data.')
# add vertex data
prev_vertex_pos_count: int = len(self.__mVertexPos)
self.__mVertexPos.extend(flat_vxvector3(data.mVertexPosition))
prev_vertex_nml_count: int = len(self.__mVertexNormal)
self.__mVertexNormal.extend(flat_vxvector3(data.mVertexNormal))
prev_vertex_uv_count: int = len(self.__mVertexUV)
self.__mVertexUV.extend(flat_vxvector2(data.mVertexUV))
# add material slot data and create mtl remap
mtl_remap: list[int] = []
for mtl in data.mMaterial:
idx: int | None = self.__mMtlSlotMap.get(mtl, None)
if idx:
mtl_remap.append(idx)
else:
self.__mMtlSlotMap[mtl] = len(self.__mMtlSlot)
mtl_remap.append(len(self.__mMtlSlot))
self.__mMtlSlot.append(mtl)
# add face data
for face in data.mFace:
# check indices count
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if not face.is_indices_legal():
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raise UTIL_functions.BBPException('face must have at least 3 vertex.')
# add indices
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for vec_index in face.mIndices:
self.__mFacePosIndices.append(vec_index.mPosIdx + prev_vertex_pos_count)
self.__mFaceNmlIndices.append(vec_index.mNmlIdx + prev_vertex_nml_count)
self.__mFaceUvIndices.append(vec_index.mUvIdx + prev_vertex_uv_count)
self.__mFaceVertexCount.append(len(face.mIndices))
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# add face mtl with remap
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mtl_idx: int = face.mMtlIdx
if mtl_idx < 0 or mtl_idx > len(mtl_remap):
# fall back. add 0
self.__mFaceMtlIdx.append(0)
else:
self.__mFaceMtlIdx.append(mtl_remap[mtl_idx])
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def dispose(self):
if self.is_valid():
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# write mesh
self.__write_mesh()
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# reset mesh
self.__mAssocMesh = None
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def __write_mesh(self):
# detect status
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshWriter.')
# and clear mesh
self.__clear_mesh()
# push material data
for mtl in self.__mMtlSlot:
self.__mAssocMesh.materials.append(mtl)
# add corresponding count for vertex position
self.__mAssocMesh.vertices.add(len(self.__mVertexPos))
# add loops data, it is the sum count of indices
# we use face pos indices size to get it
self.__mAssocMesh.loops.add(len(self.__mFacePosIndices))
# set face count
self.__mAssocMesh.polygons.add(len(self.__mFaceVertexCount))
# create uv layer
self.__mAssocMesh.uv_layers.new(do_init = False)
# split normals, it is IMPORTANT
self.__mAssocMesh.create_normals_split()
# add vertex position data
self.__mAssocMesh.vertices.foreach_set('co', self.__mVertexPos)
# add face vertex pos index data
self.__mAssocMesh.loops.foreach_set('vertex_index', self.__mFacePosIndices)
# add face vertex nml by function
self.__mAssocMesh.loops.foreach_set('normal',
list(flat_face_nml_index(self.__mFaceNmlIndices, self.__mVertexNormal))
)
# add face vertex uv by function
self.__mAssocMesh.uv_layers[0].uv.foreach_set('vector',
list(flat_face_uv_index(self.__mFaceUvIndices, self.__mVertexUV))
) # NOTE: blender 3.5 changed. UV must be visited by .uv, not the .data
# iterate face to set face data
fVertexIdx: int = 0
for fi in range(len(self.__mFaceVertexCount)):
# set start loop
# NOTE: blender 3.6 changed. Loop setting in polygon do not need set loop_total any more.
# the loop_total will be auto calculated by the next loop_start.
# loop_total become read-only
self.__mAssocMesh.polygons[fi].loop_start = fVertexIdx
# set material index
self.__mAssocMesh.polygons[fi].material_index = self.__mFaceMtlIdx[fi]
# set auto smooth. it is IMPORTANT
# because it related to whether custom split normal can work
self.__mAssocMesh.polygons[fi].use_smooth = True
# inc vertex idx
fVertexIdx += self.__mFaceVertexCount[fi]
# validate mesh.
# it is IMPORTANT that do NOT delete custom data
# because we need use these data to set custom split normal later
self.__mAssocMesh.validate(clean_customdata = False)
# update mesh without mesh calc
self.__mAssocMesh.update(calc_edges = False, calc_edges_loose = False)
# set custom split normal data
self.__mAssocMesh.normals_split_custom_set(
tuple(nest_custom_split_normal(self.__mFaceNmlIndices, self.__mVertexNormal))
)
# enable auto smooth. it is IMPORTANT
self.__mAssocMesh.use_auto_smooth = True
def __clear_mesh(self):
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshWriter.')
# clear geometry
self.__mAssocMesh.clear_geometry()
# clear mtl slot because clear_geometry will not do this.
self.__mAssocMesh.materials.clear()
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class MeshUVModifier():
pass
def register() -> None:
pass # nothing to register
def unregister() -> None:
pass