add null normal support in bme. fix rail cret draw()
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@ -50,9 +50,15 @@ class SharedRailSectionInputProperty():
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@param force_monorail[in] Force this draw method for monorail if True, or for rail if False. Accept None if you want user to choose it.
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@param force_monorail[in] Force this draw method for monorail if True, or for rail if False. Accept None if you want user to choose it.
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"""
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"""
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# draw title
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layout = layout.box()
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layout.label(text = 'Section')
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if force_monorail is None:
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if force_monorail is None:
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# show picker to allow user pick
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# show picker to allow user pick
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layout.prop(self, 'rail_type', expand = True)
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# force it show horizontal
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row = layout.row()
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row.prop(self, 'rail_type', expand = True)
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# show radius
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# show radius
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layout.prop(self, "rail_radius")
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layout.prop(self, "rail_radius")
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# show span for rail
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# show span for rail
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@ -92,6 +98,9 @@ class SharedRailCapInputProperty():
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) # type: ignore
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) # type: ignore
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def draw_rail_cap_input(self, layout: bpy.types.UILayout) -> None:
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def draw_rail_cap_input(self, layout: bpy.types.UILayout) -> None:
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# draw title
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layout = layout.box()
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layout.label(text = 'Cap')
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row = layout.row()
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row = layout.row()
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row.prop(self, "rail_start_cap", toggle = 1)
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row.prop(self, "rail_start_cap", toggle = 1)
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row.prop(self, "rail_end_cap", toggle = 1)
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row.prop(self, "rail_end_cap", toggle = 1)
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@ -116,6 +125,9 @@ class SharedStraightRailInputProperty():
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) # type: ignore
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) # type: ignore
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def draw_straight_rail_input(self, layout: bpy.types.UILayout) -> None:
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def draw_straight_rail_input(self, layout: bpy.types.UILayout) -> None:
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# draw title
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layout = layout.box()
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layout.label(text = 'Straight Rail')
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layout.prop(self, "rail_length")
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layout.prop(self, "rail_length")
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def general_get_rail_length(self) -> float:
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def general_get_rail_length(self) -> float:
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@ -162,6 +174,10 @@ class SharedScrewRailInputProperty():
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) # type: ignore
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) # type: ignore
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def draw_screw_rail_input(self, layout: bpy.types.UILayout, show_for_screw: bool) -> None:
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def draw_screw_rail_input(self, layout: bpy.types.UILayout, show_for_screw: bool) -> None:
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# draw title
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layout = layout.box()
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layout.label(text = 'Screw Rail')
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if show_for_screw:
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if show_for_screw:
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# screw do not need angle property
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# screw do not need angle property
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layout.prop(self, "rail_screw_screw")
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layout.prop(self, "rail_screw_screw")
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@ -375,6 +391,11 @@ def _rail_creator_wrapper(fct_poly_cret: typing.Callable[[bmesh.types.BMesh], No
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bm.to_mesh(mesh)
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bm.to_mesh(mesh)
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bm.free()
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bm.free()
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# setup smooth for mesh
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mesh.use_auto_smooth = True
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mesh.auto_smooth_angle = math.radians(50)
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mesh.shade_smooth()
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# create object and assoc with it
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# create object and assoc with it
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# create info first
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# create info first
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rail_info: UTIL_naming_convension.BallanceObjectInfo = UTIL_naming_convension.BallanceObjectInfo.create_from_others(
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rail_info: UTIL_naming_convension.BallanceObjectInfo = UTIL_naming_convension.BallanceObjectInfo.create_from_others(
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@ -303,32 +303,61 @@ def create_bme_struct(
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# create mtl slot remap to help following mesh adding
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# create mtl slot remap to help following mesh adding
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# because mesh writer do not accept string format mtl slot visiting,
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# because mesh writer do not accept string format mtl slot visiting,
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# it only accept int based mtl slot index.
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# it only accept int based mtl slot index.
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#
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# Also we build face used mtl slot index at the same time.
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# So we do not analyse texture field again when providing face data.
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# The result is in `prebuild_face_mtl_idx` and please note it will store all face's mtl index.
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# For example: if face 0 is skipped and face 1 is used, the first entry in `prebuild_face_mtl_idx`
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# will be the mtl slot index used by face 0, not 1. And its length is equal to the face count.
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# However, because face 0 is skipped, so the entry is not used and default set to 0.
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#
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# NOTE: since Python 3.6, the item of builtin dict is ordered by inserting order.
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# NOTE: since Python 3.6, the item of builtin dict is ordered by inserting order.
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# we rely on this to implement following features
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# we rely on this to implement following features.
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mtl_remap: dict[str, int] = {}
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mtl_remap: dict[str, int] = {}
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prebuild_face_mtl_idx: list[int] = [0] * len(proto[TOKEN_FACES])
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for face_idx in valid_face_idx:
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for face_idx in valid_face_idx:
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# eval mtl name
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# eval mtl name
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mtl_name: str = _eval_others(proto[TOKEN_FACES][face_idx][TOKEN_FACES_TEXTURE], params)
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mtl_name: str = _eval_others(proto[TOKEN_FACES][face_idx][TOKEN_FACES_TEXTURE], params)
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# add into remap if not exist
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# try insert into remap and record to face mtl idx
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if mtl_name not in mtl_remap:
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if mtl_name not in mtl_remap:
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# record index
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prebuild_face_mtl_idx[face_idx] = len(mtl_remap)
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# add into remap if not exist
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mtl_remap[mtl_name] = len(mtl_remap)
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mtl_remap[mtl_name] = len(mtl_remap)
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else:
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# if existing, no need to add into remap
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# but we need get its index from remap
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prebuild_face_mtl_idx[face_idx] = mtl_remap.get(mtl_name, 0)
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# pre-compute vertices data because we may need used later.
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# Because if face normal data is null, it mean that we need to compute it
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# by given vertices.
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# The computed vertices is stored in `prebuild_vec_data` and is NOT like `prebuild_face_mtl_idx`,
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# we only store valid one in `prebuild_vec_data`.
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prebuild_vec_data: list[UTIL_virtools_types.ConstVxVector3 | None] = []
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cache_bv: mathutils.Vector = mathutils.Vector((0, 0, 0))
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for vec_idx in valid_vec_idx:
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# but it need mul with transform matrix
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cache_bv.x, cache_bv.y, cache_bv.z = _eval_others(proto[TOKEN_VERTICES][vec_idx][TOKEN_VERTICES_DATA], params)
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# mul with transform matrix
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cache_bv = typing.cast(mathutils.Vector, transform @ cache_bv)
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# get result
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prebuild_vec_data.append((cache_bv.x, cache_bv.y, cache_bv.z))
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# prepare mesh part data
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# prepare mesh part data
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mesh_part: UTIL_blender_mesh.MeshWriterIngredient = UTIL_blender_mesh.MeshWriterIngredient()
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mesh_part: UTIL_blender_mesh.MeshWriterIngredient = UTIL_blender_mesh.MeshWriterIngredient()
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def vpos_iterator() -> typing.Iterator[UTIL_virtools_types.VxVector3]:
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def vpos_iterator() -> typing.Iterator[UTIL_virtools_types.VxVector3]:
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bv: mathutils.Vector = mathutils.Vector((0, 0, 0))
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# simply get data from prebuild vec data
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v: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3()
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v: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3()
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for vec_idx in valid_vec_idx:
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for vec_data in prebuild_vec_data:
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# BME no need to convert co system
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# skip skipped vertices
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# but it need mul with transform matrix
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if vec_data is None: continue
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bv.x, bv.y, bv.z = _eval_others(proto[TOKEN_VERTICES][vec_idx][TOKEN_VERTICES_DATA], params)
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bv = transform @ bv
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# yield result
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# yield result
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v.x, v.y, v.z = bv.x, bv.y, bv.z
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v.x, v.y, v.z = vec_data
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yield v
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yield v
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mesh_part.mVertexPosition = vpos_iterator()
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mesh_part.mVertexPosition = vpos_iterator()
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def vnml_iterator() -> typing.Iterator[UTIL_virtools_types.VxVector3]:
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def vnml_iterator() -> typing.Iterator[UTIL_virtools_types.VxVector3]:
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# calc normal used transform first
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# prepare normal used transform first
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# ref: https://zhuanlan.zhihu.com/p/96717729
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# ref: https://zhuanlan.zhihu.com/p/96717729
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nml_transform: mathutils.Matrix = transform.inverted_safe().transposed()
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nml_transform: mathutils.Matrix = transform.inverted_safe().transposed()
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# prepare vars
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# prepare vars
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@ -336,15 +365,34 @@ def create_bme_struct(
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v: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3()
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v: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3()
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for face_idx in valid_face_idx:
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for face_idx in valid_face_idx:
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face_data: dict[str, typing.Any] = proto[TOKEN_FACES][face_idx]
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face_data: dict[str, typing.Any] = proto[TOKEN_FACES][face_idx]
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for i in range(len(face_data[TOKEN_FACES_INDICES])):
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face_nml_data: list[str] | None = face_data[TOKEN_FACES_NORMALS]
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# BME normals need transform by matrix first,
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if face_nml_data is None:
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bv.x, bv.y, bv.z = _eval_others(face_data[TOKEN_FACES_NORMALS][i], params)
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# nml is null, we need compute by ourselves
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bv = nml_transform @ bv
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# get first 3 entries in indices list as the compution ref
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# then normalize it
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face_indices_data: list[int] = face_data[TOKEN_FACES_INDICES]
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bv.normalize()
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# compute it by getting vertices info from prebuild vertices data
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# yield result
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# because the normals is computed from transformed vertices
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# so no need to correct its by normal transform.
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bv.x, bv.y, bv.z = _compute_normals(
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typing.cast(UTIL_virtools_types.ConstVxVector3, prebuild_vec_data[face_indices_data[0]]),
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typing.cast(UTIL_virtools_types.ConstVxVector3, prebuild_vec_data[face_indices_data[1]]),
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typing.cast(UTIL_virtools_types.ConstVxVector3, prebuild_vec_data[face_indices_data[2]])
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)
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# yield result with N times (N = indices count)
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v.x, v.y, v.z = bv.x, bv.y, bv.z
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v.x, v.y, v.z = bv.x, bv.y, bv.z
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yield v
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for _ in range(len(face_indices_data)):
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yield v
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else:
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# nml is given, analyse programable fields
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for mtl_data in face_nml_data:
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# BME normals need transform by matrix first,
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bv.x, bv.y, bv.z = _eval_others(mtl_data, params)
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bv = typing.cast(mathutils.Vector, nml_transform @ bv)
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# then normalize it
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bv.normalize()
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# yield result
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v.x, v.y, v.z = bv.x, bv.y, bv.z
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yield v
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mesh_part.mVertexNormal = vnml_iterator()
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mesh_part.mVertexNormal = vnml_iterator()
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def vuv_iterator() -> typing.Iterator[UTIL_virtools_types.VxVector2]:
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def vuv_iterator() -> typing.Iterator[UTIL_virtools_types.VxVector2]:
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v: UTIL_virtools_types.VxVector2 = UTIL_virtools_types.VxVector2()
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v: UTIL_virtools_types.VxVector2 = UTIL_virtools_types.VxVector2()
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@ -396,8 +444,7 @@ def create_bme_struct(
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face_counter += indices_count
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face_counter += indices_count
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# fill texture data
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# fill texture data
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mtl_name: str = _eval_others(face_data[TOKEN_FACES_TEXTURE], params)
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f.mMtlIdx = prebuild_face_mtl_idx[face_idx]
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f.mMtlIdx = mtl_remap[mtl_name]
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# return data once
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# return data once
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yield f
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yield f
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@ -428,3 +475,28 @@ def create_bme_struct(
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)
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)
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#endregion
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#endregion
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#region Creation Assist Functions
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def _compute_normals(
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point1: UTIL_virtools_types.ConstVxVector3,
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point2: UTIL_virtools_types.ConstVxVector3,
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point3: UTIL_virtools_types.ConstVxVector3) -> UTIL_virtools_types.ConstVxVector3:
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# build vector
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p1: mathutils.Vector = mathutils.Vector(point1)
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p2: mathutils.Vector = mathutils.Vector(point2)
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p3: mathutils.Vector = mathutils.Vector(point3)
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vector1: mathutils.Vector = p2 - p1
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vector2: mathutils.Vector = p3 - p2
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# do vector x mutiply
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# vector1 x vector2
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corss_mul: mathutils.Vector = vector1.cross(vector2)
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# do a normalization
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corss_mul.normalize()
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return (corss_mul.x, corss_mul.y, corss_mul.z)
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#endregion
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