BallanceBlenderHelper/bbp_ng/UTIL_blender_mesh.py

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import bpy, bmesh, mathutils
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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
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def __init__(self, pos: int = 0, nml: int = 0, uv: int = 0):
self.mPosIdx = pos
self.mNmlIdx = nml
self.mUvIdx = uv
class FaceData():
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## @remark List or tuple. List is convenient for adding and removing
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mIndices: tuple[FaceVertexData, ...] | list[FaceVertexData]
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## Face used material slot index
# @remark If material slot is empty, or this face do not use material, set this value to 0.
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mMtlIdx: int
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def __init__(self, indices: tuple[FaceVertexData, ...] | list[FaceVertexData] = tuple(), mtlidx: int = 0):
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self.mIndices = indices
self.mMtlIdx = mtlidx
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def conv_co(self) -> None:
"""
Change indice order between Virtools and Blender
"""
if isinstance(self.mIndices, list):
self.mIndices.reverse()
elif isinstance(self.mIndices, tuple):
self.mIndices = self.mIndices[::-1]
else:
raise UTIL_functions.BBPException('invalid indices container.')
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def is_indices_legal(self) -> bool:
return len(self.mIndices) >= 3
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class MeshWriterIngredient():
mVertexPosition: typing.Iterator[UTIL_virtools_types.VxVector3] | None
mVertexNormal: typing.Iterator[UTIL_virtools_types.VxVector3] | None
mVertexUV: typing.Iterator[UTIL_virtools_types.VxVector2] | None
mFace: typing.Iterator[FaceData] | None
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mMaterial: typing.Iterator[bpy.types.Material | None] | None
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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
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]:
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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]:
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for idx in uv_idx:
pos: int = idx * 2
yield uv_array[pos]
yield uv_array[pos + 1]
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def _nest_custom_split_normal(nml_array: array.array) -> typing.Iterator[UTIL_virtools_types.ConstVxVector3]:
# following statement create a iterator for normals array by `iter(nml_array)`
# then triple it, because iterator is a reference type, so 3 items of this tuple is pointed to the same iterator and share the same iteration progress.
# then use star macro to pass it to zip, it will cause zip receive 3 params pointing to the same iterator.
# now zip() will call 3 params __next__() function from left to right.
# zip will get following iteration result because all iterator are the same one: (0, 1, 2), (3, 4, 5) and etc (number is index to corresponding value).
# finally, use tuple to expand it to a tuple, not a generator.
return tuple(zip(*(iter(nml_array), ) * 3))
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class TemporaryMesh():
"""
"""
__mBindingObject: bpy.types.Object
__mTempMesh: bpy.types.Mesh
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def __init__(self, binding_obj: bpy.types.Object):
self.__mBindingObject = binding_obj
self.__mTempMesh = None
if self.__mBindingObject.data is None:
raise UTIL_functions.BBPException('try getting mesh from an object without mesh.')
self.__mTempMesh = self.__mBindingObject.to_mesh()
def __enter__(self):
return self
def __exit__(self, exc_type, exc_value, traceback):
self.dispose()
def is_valid(self) -> bool:
if self.__mBindingObject is None: return False
if self.__mTempMesh is None: return False
return True
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def dispose(self) -> None:
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if self.is_valid():
self.__mTempMesh = None
self.__mBindingObject.to_mesh_clear()
self.__mBindingObject = None
def get_temp_mesh(self) -> bpy.types.Mesh:
if not self.is_valid():
raise UTIL_functions.BBPException('try calling invalid TemporaryMesh.')
return self.__mTempMesh
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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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A helper class TemporaryMesh can help you do this.
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"""
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__mAssocMesh: bpy.types.Mesh ##< The binding mesh for this reader. None if this reader is invalid.
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def __init__(self, assoc_mesh: bpy.types.Mesh):
self.__mAssocMesh = assoc_mesh
# triangulate temp mesh
if self.is_valid():
self.__triangulate_mesh()
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()
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def dispose(self) -> None:
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if self.is_valid():
# reset mesh
self.__mAssocMesh = None
def get_vertex_position_count(self) -> int:
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
return len(self.__mAssocMesh.vertices)
def get_vertex_position(self) -> typing.Iterator[UTIL_virtools_types.VxVector3]:
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
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cache: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3()
for vec in self.__mAssocMesh.vertices:
cache.x = vec.co.x
cache.y = vec.co.y
cache.z = vec.co.z
yield cache
def get_vertex_normal_count(self) -> int:
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
# return loops count, equaling with face count * 3 in theory.
return len(self.__mAssocMesh.loops)
def get_vertex_normal(self) -> typing.Iterator[UTIL_virtools_types.VxVector3]:
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
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cache: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3()
for nml in self.__mAssocMesh.corner_normals:
cache.x = nml.vector.x
cache.y = nml.vector.y
cache.z = nml.vector.z
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yield cache
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def get_vertex_uv_count(self) -> int:
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
if self.__mAssocMesh.uv_layers.active is None:
# if no uv layer, we need make a fake one
# return the same value with normals.
# it also mean create uv for each face vertex
return len(self.__mAssocMesh.loops)
else:
# otherwise return its size, also equaling with face count * 3 in theory
return len(self.__mAssocMesh.uv_layers.active.uv)
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def get_vertex_uv(self) -> typing.Iterator[UTIL_virtools_types.VxVector2]:
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
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cache: UTIL_virtools_types.VxVector2 = UTIL_virtools_types.VxVector2()
if self.__mAssocMesh.uv_layers.active is None:
# create a fake one
cache.x = 0.0
cache.y = 0.0
for _ in range(self.get_vertex_uv_count()):
yield cache
else:
for uv in self.__mAssocMesh.uv_layers.active.uv:
cache.x = uv.vector.x
cache.y = uv.vector.y
yield cache
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def get_material_slot_count(self) -> int:
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
return len(self.__mAssocMesh.materials)
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def get_material_slot(self) -> typing.Iterator[bpy.types.Material | None]:
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"""
@remark This generator may return None if this slot do not link to may material.
"""
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
for mtl in self.__mAssocMesh.materials:
yield mtl
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def get_face_count(self) -> int:
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
return len(self.__mAssocMesh.polygons)
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def get_face(self) -> typing.Iterator[FaceData]:
if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
# detect whether we have material
no_mtl: bool = self.get_material_slot_count() == 0
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# use list as indices container for convenient adding and deleting.
cache: FaceData = FaceData([], 0)
for face in self.__mAssocMesh.polygons:
# confirm material use
# a face without mtl have 2 situations. first is the whole object do not have mtl
# another is this face use an empty mtl slot.
if no_mtl:
cache.mMtlIdx = 0
else:
cache.mMtlIdx = face.material_index
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# resize indices
self.__resize_face_data_indices(cache.mIndices, face.loop_total)
# set indices
for i in range(face.loop_total):
cache.mIndices[i].mPosIdx = self.__mAssocMesh.loops[face.loop_start + i].vertex_index
cache.mIndices[i].mNmlIdx = face.loop_start + i
cache.mIndices[i].mUvIdx = face.loop_start + i
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# return value
yield cache
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def __resize_face_data_indices(self, ls: list[FaceVertexData], expected_size: int) -> None:
diff: int = expected_size - len(ls)
if diff > 0:
# add entry
for _ in range(diff):
ls.append(FaceVertexData())
elif diff < 0:
# remove entry
for _ in range(diff):
ls.pop()
else:
# no count diff, pass
pass
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def __triangulate_mesh(self) -> None:
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bm: bmesh.types.BMesh = bmesh.new()
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bm.from_mesh(self.__mAssocMesh)
bmesh.ops.triangulate(bm, faces = bm.faces)
bm.to_mesh(self.__mAssocMesh)
bm.free()
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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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"""
__mAssocMesh: bpy.types.Mesh ##< 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).
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# 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 | None]
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## The map to make sure every item in __mMtlSlot is unique.
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# Key is bpy.types.Material
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# Value is key's index in __mMtlSlot.
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__mMtlSlotMap: dict[bpy.types.Material | None, int]
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## The attribute name storing temporary normals data inside mesh.
__cTempNormalAttrName: typing.ClassVar[str] = 'temp_custom_normals'
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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()
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def dispose(self):
if self.is_valid():
# write mesh
self.__write_mesh()
# reset mesh
self.__mAssocMesh = None
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def add_ingredient(self, data: MeshWriterIngredient):
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if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshWriter.')
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if not data.is_valid():
raise UTIL_functions.BBPException('invalid mesh part data.')
# add vertex data
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prev_vertex_pos_count: int = len(self.__mVertexPos) // 3
self.__mVertexPos.extend(_flat_vxvector3(data.mVertexPosition))
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prev_vertex_nml_count: int = len(self.__mVertexNormal) // 3
self.__mVertexNormal.extend(_flat_vxvector3(data.mVertexNormal))
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prev_vertex_uv_count: int = len(self.__mVertexUV) // 2
self.__mVertexUV.extend(_flat_vxvector2(data.mVertexUV))
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# 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)
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if idx is not None:
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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
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if mtl_idx < 0 or mtl_idx >= len(mtl_remap):
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# fall back. add 0
self.__mFaceMtlIdx.append(0)
else:
self.__mFaceMtlIdx.append(mtl_remap[mtl_idx])
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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)
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# add corresponding count for vertex position
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self.__mAssocMesh.vertices.add(len(self.__mVertexPos) // 3)
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# 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)
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# 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 via mesh custom attribute
# NOTE: Blender 4.0 / 4.1 changed. I copy these code from FBX Importer.
temp_normal_attribute: bpy.types.FloatVectorAttribute
temp_normal_attribute = typing.cast(
bpy.types.FloatVectorAttribute,
self.__mAssocMesh.attributes.new(MeshWriter.__cTempNormalAttrName, 'FLOAT_VECTOR', 'CORNER')
)
temp_normal_attribute.data.foreach_set('vector',
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tuple(_flat_face_nml_index(self.__mFaceNmlIndices, self.__mVertexNormal))
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)
# add face vertex uv by function
self.__mAssocMesh.uv_layers.active.uv.foreach_set('vector',
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tuple(_flat_face_uv_index(self.__mFaceUvIndices, self.__mVertexUV))
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) # NOTE: blender 3.5 changed. UV must be visited by .uv, not the .data
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# iterate face to set face data
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f_vertex_idx: int = 0
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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
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self.__mAssocMesh.polygons[fi].loop_start = f_vertex_idx
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# set material index
self.__mAssocMesh.polygons[fi].material_index = self.__mFaceMtlIdx[fi]
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# set auto smooth. it is IMPORTANT
# because it related to whether custom split normal can work
self.__mAssocMesh.polygons[fi].use_smooth = True
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# inc vertex idx
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f_vertex_idx += self.__mFaceVertexCount[fi]
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# validate mesh.
# it is IMPORTANT that do NOT delete custom data
# because we need use these data to set custom split normal later
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self.__mAssocMesh.validate(clean_customdata = False)
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# update mesh without mesh calc
self.__mAssocMesh.update(calc_edges = False, calc_edges_loose = False)
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# set custom split normal data
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# this operation must copy preserved normal data from loops, not the array data in this class,
# because the validate() may change the mesh and if change happended, an error will occur when applying normals (not matched loops count).
# this should not happend in normal case, for testing, please load "Level_1.NMO" (Ballance Level 1).
# copy data from loops preserved in validate().
# NOTE: Blender 4.0 / 4.1 changed. I copy these code from FBX Importer.
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loops_normals = array.array('f', [0.0] * (len(self.__mAssocMesh.loops) * 3))
temp_normal_attribute = typing.cast(
bpy.types.FloatVectorAttribute,
self.__mAssocMesh.attributes[MeshWriter.__cTempNormalAttrName]
)
temp_normal_attribute.data.foreach_get("vector", loops_normals)
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# apply data
self.__mAssocMesh.normals_split_custom_set(
tuple(_nest_custom_split_normal(loops_normals))
)
self.__mAssocMesh.attributes.remove(
# MARK: idk why I need fucking get this attribute again.
# But if I were not, this function must raise bullshit exception!
self.__mAssocMesh.attributes[MeshWriter.__cTempNormalAttrName]
)
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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()