update custom normals importing
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@ -32,7 +32,7 @@ class FaceData():
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def __init__(self, indices: tuple[FaceVertexData] | list[FaceVertexData] = tuple(), mtlidx: int = 0):
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self.mIndices = indices
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self.mMtlIdx = mtlidx
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def conv_co(self) -> None:
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"""
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Change indice order between Virtools and Blender
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@ -93,10 +93,14 @@ def _flat_face_uv_index(uv_idx: array.array, uv_array: array.array) -> typing.It
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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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def _nest_custom_split_normal(nml_array: array.array) -> typing.Iterator[UTIL_virtools_types.ConstVxVector3]:
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# following statement create a iterator for normals array by `iter(nml_array)`
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# 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.
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# then use star macro to pass it to zip, it will cause zip receive 3 params pointing to the same iterator.
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# now zip() will call 3 param‘s __next__() function from left to right.
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# 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).
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# finally, use tuple to expand it to a tuple, not a generator.
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return tuple(zip(*(iter(nml_array), ) * 3))
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class TemporaryMesh():
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"""
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@ -179,7 +183,7 @@ class MeshReader():
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def get_vertex_position(self) -> typing.Iterator[UTIL_virtools_types.VxVector3]:
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
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cache: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3()
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for vec in self.__mAssocMesh.vertices:
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cache.x = vec.co.x
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@ -197,14 +201,14 @@ class MeshReader():
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def get_vertex_normal(self) -> typing.Iterator[UTIL_virtools_types.VxVector3]:
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
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cache: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3()
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for nml in self.__mAssocMesh.loops:
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cache.x = nml.normal.x
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cache.y = nml.normal.y
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cache.z = nml.normal.z
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yield cache
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def get_vertex_uv_count(self) -> int:
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
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@ -217,11 +221,11 @@ class MeshReader():
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else:
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# otherwise return its size, also equaling with face count * 3 in theory
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return len(self.__mAssocMesh.uv_layers.active.uv)
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def get_vertex_uv(self) -> typing.Iterator[UTIL_virtools_types.VxVector2]:
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
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cache: UTIL_virtools_types.VxVector2 = UTIL_virtools_types.VxVector2()
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if self.__mAssocMesh.uv_layers.active is None:
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# create a fake one
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@ -234,13 +238,13 @@ class MeshReader():
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cache.x = uv.vector.x
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cache.y = uv.vector.y
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yield cache
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def get_material_slot_count(self) -> int:
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
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return len(self.__mAssocMesh.materials)
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def get_material_slot(self) -> typing.Iterator[bpy.types.Material | None]:
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"""
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@remark This generator may return None if this slot do not link to may material.
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@ -250,20 +254,20 @@ class MeshReader():
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for mtl in self.__mAssocMesh.materials:
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yield mtl
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def get_face_count(self) -> int:
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
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return len(self.__mAssocMesh.polygons)
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def get_face(self) -> typing.Iterator[FaceData]:
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
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# detect whether we have material
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no_mtl: bool = self.get_material_slot_count() == 0
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# use list as indices container for convenient adding and deleting.
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cache: FaceData = FaceData([], 0)
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for face in self.__mAssocMesh.polygons:
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@ -274,7 +278,7 @@ class MeshReader():
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cache.mMtlIdx = 0
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else:
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cache.mMtlIdx = face.material_index
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# resize indices
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self.__resize_face_data_indices(cache.mIndices, face.loop_total)
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# set indices
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@ -282,10 +286,10 @@ class MeshReader():
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cache.mIndices[i].mPosIdx = self.__mAssocMesh.loops[face.loop_start + i].vertex_index
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cache.mIndices[i].mNmlIdx = face.loop_start + i
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cache.mIndices[i].mUvIdx = face.loop_start + i
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# return value
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yield cache
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def __resize_face_data_indices(self, ls: list[FaceVertexData], expected_size: int) -> None:
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diff: int = expected_size - len(ls)
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if diff > 0:
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@ -299,7 +303,7 @@ class MeshReader():
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else:
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# no count diff, pass
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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)
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@ -432,7 +436,7 @@ class MeshWriter():
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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) // 3)
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# add loops data, it is the sum count of indices
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@ -451,21 +455,21 @@ class MeshWriter():
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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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tuple(_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.active.uv.foreach_set('vector',
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list(_flat_face_uv_index(self.__mFaceUvIndices, self.__mVertexUV))
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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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fVertexIdx: int = 0
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f_vertex_idx: 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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self.__mAssocMesh.polygons[fi].loop_start = f_vertex_idx
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# set material index
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self.__mAssocMesh.polygons[fi].material_index = self.__mFaceMtlIdx[fi]
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@ -475,7 +479,7 @@ class MeshWriter():
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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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f_vertex_idx += 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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@ -485,18 +489,20 @@ class MeshWriter():
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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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# if the validate() change the mesh, skip this and output error.
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# this change is detected by the loops count changes, not the return value of validate(). because only the changes of loops can let following throw errors.
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# this should not happend in normal case, just a stupid patch for "线框Level1.Level.NMO" loading.
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if len(self.__mAssocMesh.loops) == len(self.__mFacePosIndices):
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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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else:
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print(f'The custom normals of mesh "{self.__mAssocMesh.name}" can not be assigned because validate() changes the mesh. Check your mesh data first!')
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# this operation must copy preserved normal data from loops, not the array data in this class,
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# because the validate() may change the mesh and if change happended, an error will occur when applying normals (not matched loops count).
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# this should not happend in normal case, for testing, please load "Level_1.NMO" (Ballance Level 1).
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# copy data from loops preserved in validate().
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loops_normals = array.array('f', [0.0] * (len(self.__mAssocMesh.loops) * 3))
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self.__mAssocMesh.loops.foreach_get('normal', loops_normals)
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# apply data
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self.__mAssocMesh.normals_split_custom_set(
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tuple(_nest_custom_split_normal(loops_normals))
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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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