finish blender mesh writer
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@ -12,35 +12,55 @@ from . import UTIL_functions, UTIL_virtools_types
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#region Assist Functions
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## Face used vertex index struct.
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# Data member is (PosIdx, NmlIdx, UVIdx)
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FaceVertexIndex = tuple[int, int, int]
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## Face used vertex indices struct.
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# A tuple with FaceVertexIndex member.
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# At least 3 member because face need at least 3 vertex to be constructed.
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FaceVertexIndices = tuple[FaceVertexIndex, ...]
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## Face data struct.
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# First is FaceVertexIndices struct to describe how the face constructed.
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# Second is used material index.
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# If you don't want to use material, you need pass None via material and point this index to it.
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FaceData = tuple[FaceVertexIndices, int]
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class FaceVertexData():
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mPosIdx: int
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mNmlIdx: int
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mUvIdx: int
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def flat_vxvector3(it: typing.Iterator[UTIL_virtools_types.ConstVxVector3]) -> typing.Iterator[float]:
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for entry in it:
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yield entry[0]
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yield entry[1]
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yield entry[2]
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def __init__(self, pos: int = 0, nml: int = 0, uv: int = 0):
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self.mPosIdx = pos
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self.mNmlIdx = nml
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self.mUvIdx = uv
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def flat_vxvector2(it: typing.Iterator[UTIL_virtools_types.ConstVxVector2]) -> typing.Iterator[float]:
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for entry in it:
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yield entry[0]
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yield entry[1]
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class FaceData():
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mIndices: tuple[FaceVertexData, ...]
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mMtlIdx: int
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def flat_vertex_indices(it: FaceVertexIndices, prev_pos: int, prev_nml: int, prev_uv: int) -> typing.Iterator[int]:
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def __init__(self, indices: tuple[FaceVertexData, ...] = tuple(), mtlidx: int = 0):
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self.mIndices = indices
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self.mMtlIdx = mtlidx
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def is_indices_legal(self) -> bool:
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return len(self.mIndices) >= 3
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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[0] + prev_pos
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yield entry[1] + prev_nml
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yield entry[2] + prev_uv
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yield entry.x
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yield entry.y
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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
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yield entry.y
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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:
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pos: int = idx * 3
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yield nml_array[pos]
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yield nml_array[pos + 1]
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yield nml_array[pos + 2]
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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:
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pos: int = idx * 2
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yield uv_array[pos]
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yield uv_array[pos + 1]
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def nest_custom_split_normal(nml_idx: array.array, nml_array: array.array) -> typing.Iterator[UTIL_virtools_types.ConstVxVector3]:
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for idx in nml_idx:
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pos: int = idx * 3
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yield (nml_array[pos], nml_array[pos + 1], nml_array[pos + 2])
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#endregion
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@ -53,13 +73,15 @@ class MeshReader():
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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.
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If face do not have UV becuase it doesn't have material, you at least create 1 UV vector, eg. (0, 0),
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then refer it to all face uv.
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"""
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class MeshWriterPartData():
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mVertexPosition: typing.Iterator[UTIL_virtools_types.ConstVxVector3] | None
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mVertexNormal: typing.Iterator[UTIL_virtools_types.ConstVxVector3] | None
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mVertexUV: typing.Iterator[UTIL_virtools_types.ConstVxVector2] | None
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mVertexPosition: typing.Iterator[UTIL_virtools_types.VxVector3] | None
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mVertexNormal: typing.Iterator[UTIL_virtools_types.VxVector3] | None
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mVertexUV: typing.Iterator[UTIL_virtools_types.VxVector2] | None
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mFace: typing.Iterator[FaceData] | None
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mMaterial: typing.Iterator[bpy.types.Material] | None
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@ -78,24 +100,34 @@ class MeshWriter():
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if self.mMaterial is None: return False
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return True
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__mAssocMesh: bpy.types.Mesh | None
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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.
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__mVertexNormal: array.array ##< Array item is float(f). Length must be an integer multiple of 3.
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__mVertexUV: array.array ##< Array item is float(f). Length must be an integer multiple of 2.
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## Array item is int32(L).
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# Length must be (the sum of each items in __mFaceVertexCount) * 3.
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# Item is flatten FaceVertexIndex, it mean every 3 continuous items indicate one vertex property.
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__mFaceIndices: array.array
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# Length must be the sum of each items in __mFaceVertexCount.
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# Item is face vertex position index, based on 0, pointing to __mVertexPos (visiting need multiple it with 3 because __mVertexPos is flat struct).
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__mFacePosIndices: array.array
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## Same as __mFacePosIndices, but store face vertex normal index.
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# Array item is int32(L). Length is equal to __mFacePosIndices
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__mFaceNmlIndices: array.array
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## Same as __mFacePosIndices, but store face vertex uv index.
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# Array item is int32(L). Length is equal to __mFacePosIndices
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__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 __mFaceIndices for one face.
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# The real consumed number of items in __mFaceVertexCount for each face need be multipled by 3 because __mFaceVertexCount is flat structure.
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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
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__mFaceMtlIdx: array.array ##< Array item is int32(L). Length is equal to __mFaceVertexCount.
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## Material Slot.
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# 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.
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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, int]
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def __init__(self, assoc_mesh: bpy.types.Mesh):
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@ -105,7 +137,9 @@ class MeshWriter():
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self.__mVertexNormal = array.array('f')
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self.__mVertexUV = array.array('f')
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self.__mFaceIndices = array.array('L')
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self.__mFacePosIndices = array.array('L')
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self.__mFaceNmlIndices = array.array('L')
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self.__mFaceUvIndices = array.array('L')
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self.__mFaceVertexCount = array.array('L')
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self.__mFaceMtlIdx = array.array('L')
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@ -147,34 +181,110 @@ class MeshWriter():
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# add face data
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for face in data.mFace:
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# check indices count
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indices = face[0]
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if len(indices) < 3:
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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.')
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# add indices
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self.__mFaceIndices.extend(
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flat_vertex_indices(indices,
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prev_vertex_pos_count,
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prev_vertex_nml_count,
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prev_vertex_uv_count
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)
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)
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self.__mFaceVertexCount.append(len(indices))
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for vec_index in face.mIndices:
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self.__mFacePosIndices.append(vec_index.mPosIdx + prev_vertex_pos_count)
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self.__mFaceNmlIndices.append(vec_index.mNmlIdx + prev_vertex_nml_count)
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self.__mFaceUvIndices.append(vec_index.mUvIdx + prev_vertex_uv_count)
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self.__mFaceVertexCount.append(len(face.mIndices))
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# add face mtl with remap
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mtl_idx: int = face[1]
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self.__mFaceMtlIdx.append(mtl_remap[mtl_idx])
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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
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self.__mFaceMtlIdx.append(0)
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else:
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self.__mFaceMtlIdx.append(mtl_remap[mtl_idx])
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def dispose(self):
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if self.is_valid():
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# write mesh
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self.__write_mesh()
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# reset mesh
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self.__mAssocMesh = None
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def __write_mesh(self):
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# detect status
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshWriter.')
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# and clear mesh
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self.__clear_mesh()
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# push material data
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for mtl in self.__mMtlSlot:
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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))
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# add loops data, it is the sum count of indices
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# we use face pos indices size to get it
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self.__mAssocMesh.loops.add(len(self.__mFacePosIndices))
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# set face count
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self.__mAssocMesh.polygons.add(len(self.__mFaceVertexCount))
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# create uv layer
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self.__mAssocMesh.uv_layers.new(do_init = False)
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# split normals, it is IMPORTANT
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self.__mAssocMesh.create_normals_split()
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# add vertex position data
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self.__mAssocMesh.vertices.foreach_set('co', self.__mVertexPos)
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# add face vertex pos index data
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self.__mAssocMesh.loops.foreach_set('vertex_index', self.__mFacePosIndices)
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# add face vertex nml by function
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self.__mAssocMesh.loops.foreach_set('normal',
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list(flat_face_nml_index(self.__mFaceNmlIndices, self.__mVertexNormal))
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)
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# add face vertex uv by function
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self.__mAssocMesh.uv_layers[0].uv.foreach_set('vector',
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list(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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fVertexIdx: int = 0
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for fi in range(len(self.__mFaceVertexCount)):
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# set start loop
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# NOTE: blender 3.6 changed. Loop setting in polygon do not need set loop_total any more.
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# the loop_total will be auto calculated by the next loop_start.
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# loop_total become read-only
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self.__mAssocMesh.polygons[fi].loop_start = fVertexIdx
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# set material index
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self.__mAssocMesh.polygons[fi].material_index = self.__mFaceMtlIdx[fi]
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# set auto smooth. it is IMPORTANT
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# because it related to whether custom split normal can work
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self.__mAssocMesh.polygons[fi].use_smooth = True
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# inc vertex idx
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fVertexIdx += self.__mFaceVertexCount[fi]
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# validate mesh.
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# it is IMPORTANT that do NOT delete custom data
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# 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
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self.__mAssocMesh.update(calc_edges = False, calc_edges_loose = False)
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# set custom split normal data
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self.__mAssocMesh.normals_split_custom_set(
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tuple(nest_custom_split_normal(self.__mFaceNmlIndices, self.__mVertexNormal))
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)
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# enable auto smooth. it is IMPORTANT
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self.__mAssocMesh.use_auto_smooth = True
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def __clear_mesh(self):
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshWriter.')
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# clear geometry
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self.__mAssocMesh.clear_geometry()
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# clear mtl slot because clear_geometry will not do this.
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self.__mAssocMesh.materials.clear()
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class MeshUVModifier():
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@ -5,8 +5,62 @@ ConstVxVector2 = tuple[float, float]
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ConstVxVector3 = tuple[float, float, float]
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ConstVxVector4 = tuple[float, float, float, float]
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class VxVector2():
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x: float
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y: float
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def __init__(self, _x: float = 0.0, _y: float = 0.0):
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self.x = _x
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self.y = _y
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def from_const(self, cv: ConstVxVector2) -> None:
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(self.x, self.y, ) = cv
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def to_const(self) -> ConstVxVector2:
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return (self.x, self.y, )
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# uv just need inverse y (aka. v) factor.
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def to_blender_uv(self) -> None:
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self.y = -self.y
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def to_virtools_uv(self) -> None:
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self.y = -self.y
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class VxVector3():
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x: float
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y: float
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z: float
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def __init__(self, _x: float = 0.0, _y: float = 0.0, _z: float = 0.0):
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self.x = _x
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self.y = _y
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self.z = _z
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def from_const(self, cv: ConstVxVector3) -> None:
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(self.x, self.y, self.z) = cv
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def to_const(self) -> ConstVxVector3:
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return (self.x, self.y, self.z)
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# both position and normal convertion just swap y and z factor.
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def to_blender_pos(self) -> None:
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self.y, self.z = self.z, self.y
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def to_virtools_pos(self) -> None:
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self.y, self.z = self.z, self.y
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def to_blender_nml(self) -> None:
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self.y, self.z = self.z, self.y
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def to_virtools_nml(self) -> None:
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self.y, self.z = self.z, self.y
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ConstVxColorRGBA = tuple[float, float, float, float]
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ConstVxColorRGB = tuple[float, float, float]
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class VxColor():
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"""
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The Color struct support RGBA.
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