update custom normals importing

This commit is contained in:
yyc12345 2023-11-14 22:16:12 +08:00
parent fd17d3b5c9
commit d128ffcde5

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@ -32,7 +32,7 @@ class FaceData():
def __init__(self, indices: tuple[FaceVertexData] | list[FaceVertexData] = tuple(), mtlidx: int = 0): def __init__(self, indices: tuple[FaceVertexData] | list[FaceVertexData] = tuple(), mtlidx: int = 0):
self.mIndices = indices self.mIndices = indices
self.mMtlIdx = mtlidx self.mMtlIdx = mtlidx
def conv_co(self) -> None: def conv_co(self) -> None:
""" """
Change indice order between Virtools and Blender Change indice order between Virtools and Blender
@ -93,10 +93,14 @@ def _flat_face_uv_index(uv_idx: array.array, uv_array: array.array) -> typing.It
yield uv_array[pos] yield uv_array[pos]
yield uv_array[pos + 1] yield uv_array[pos + 1]
def _nest_custom_split_normal(nml_idx: array.array, nml_array: array.array) -> typing.Iterator[UTIL_virtools_types.ConstVxVector3]: def _nest_custom_split_normal(nml_array: array.array) -> typing.Iterator[UTIL_virtools_types.ConstVxVector3]:
for idx in nml_idx: # following statement create a iterator for normals array by `iter(nml_array)`
pos: int = idx * 3 # 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.
yield (nml_array[pos], nml_array[pos + 1], nml_array[pos + 2]) # 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))
class TemporaryMesh(): class TemporaryMesh():
""" """
@ -179,7 +183,7 @@ class MeshReader():
def get_vertex_position(self) -> typing.Iterator[UTIL_virtools_types.VxVector3]: def get_vertex_position(self) -> typing.Iterator[UTIL_virtools_types.VxVector3]:
if not self.is_valid(): if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.') raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
cache: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3() cache: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3()
for vec in self.__mAssocMesh.vertices: for vec in self.__mAssocMesh.vertices:
cache.x = vec.co.x cache.x = vec.co.x
@ -197,14 +201,14 @@ class MeshReader():
def get_vertex_normal(self) -> typing.Iterator[UTIL_virtools_types.VxVector3]: def get_vertex_normal(self) -> typing.Iterator[UTIL_virtools_types.VxVector3]:
if not self.is_valid(): if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.') raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
cache: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3() cache: UTIL_virtools_types.VxVector3 = UTIL_virtools_types.VxVector3()
for nml in self.__mAssocMesh.loops: for nml in self.__mAssocMesh.loops:
cache.x = nml.normal.x cache.x = nml.normal.x
cache.y = nml.normal.y cache.y = nml.normal.y
cache.z = nml.normal.z cache.z = nml.normal.z
yield cache yield cache
def get_vertex_uv_count(self) -> int: def get_vertex_uv_count(self) -> int:
if not self.is_valid(): if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.') raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
@ -217,11 +221,11 @@ class MeshReader():
else: else:
# otherwise return its size, also equaling with face count * 3 in theory # otherwise return its size, also equaling with face count * 3 in theory
return len(self.__mAssocMesh.uv_layers.active.uv) return len(self.__mAssocMesh.uv_layers.active.uv)
def get_vertex_uv(self) -> typing.Iterator[UTIL_virtools_types.VxVector2]: def get_vertex_uv(self) -> typing.Iterator[UTIL_virtools_types.VxVector2]:
if not self.is_valid(): if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.') raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
cache: UTIL_virtools_types.VxVector2 = UTIL_virtools_types.VxVector2() cache: UTIL_virtools_types.VxVector2 = UTIL_virtools_types.VxVector2()
if self.__mAssocMesh.uv_layers.active is None: if self.__mAssocMesh.uv_layers.active is None:
# create a fake one # create a fake one
@ -234,13 +238,13 @@ class MeshReader():
cache.x = uv.vector.x cache.x = uv.vector.x
cache.y = uv.vector.y cache.y = uv.vector.y
yield cache yield cache
def get_material_slot_count(self) -> int: def get_material_slot_count(self) -> int:
if not self.is_valid(): if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.') raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
return len(self.__mAssocMesh.materials) return len(self.__mAssocMesh.materials)
def get_material_slot(self) -> typing.Iterator[bpy.types.Material | None]: def get_material_slot(self) -> typing.Iterator[bpy.types.Material | None]:
""" """
@remark This generator may return None if this slot do not link to may material. @remark This generator may return None if this slot do not link to may material.
@ -250,20 +254,20 @@ class MeshReader():
for mtl in self.__mAssocMesh.materials: for mtl in self.__mAssocMesh.materials:
yield mtl yield mtl
def get_face_count(self) -> int: def get_face_count(self) -> int:
if not self.is_valid(): if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.') raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
return len(self.__mAssocMesh.polygons) return len(self.__mAssocMesh.polygons)
def get_face(self) -> typing.Iterator[FaceData]: def get_face(self) -> typing.Iterator[FaceData]:
if not self.is_valid(): if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshReader.') raise UTIL_functions.BBPException('try to call an invalid MeshReader.')
# detect whether we have material # detect whether we have material
no_mtl: bool = self.get_material_slot_count() == 0 no_mtl: bool = self.get_material_slot_count() == 0
# use list as indices container for convenient adding and deleting. # use list as indices container for convenient adding and deleting.
cache: FaceData = FaceData([], 0) cache: FaceData = FaceData([], 0)
for face in self.__mAssocMesh.polygons: for face in self.__mAssocMesh.polygons:
@ -274,7 +278,7 @@ class MeshReader():
cache.mMtlIdx = 0 cache.mMtlIdx = 0
else: else:
cache.mMtlIdx = face.material_index cache.mMtlIdx = face.material_index
# resize indices # resize indices
self.__resize_face_data_indices(cache.mIndices, face.loop_total) self.__resize_face_data_indices(cache.mIndices, face.loop_total)
# set indices # set indices
@ -282,10 +286,10 @@ class MeshReader():
cache.mIndices[i].mPosIdx = self.__mAssocMesh.loops[face.loop_start + i].vertex_index cache.mIndices[i].mPosIdx = self.__mAssocMesh.loops[face.loop_start + i].vertex_index
cache.mIndices[i].mNmlIdx = face.loop_start + i cache.mIndices[i].mNmlIdx = face.loop_start + i
cache.mIndices[i].mUvIdx = face.loop_start + i cache.mIndices[i].mUvIdx = face.loop_start + i
# return value # return value
yield cache yield cache
def __resize_face_data_indices(self, ls: list[FaceVertexData], expected_size: int) -> None: def __resize_face_data_indices(self, ls: list[FaceVertexData], expected_size: int) -> None:
diff: int = expected_size - len(ls) diff: int = expected_size - len(ls)
if diff > 0: if diff > 0:
@ -299,7 +303,7 @@ class MeshReader():
else: else:
# no count diff, pass # no count diff, pass
pass pass
def __triangulate_mesh(self) -> None: def __triangulate_mesh(self) -> None:
bm: bmesh.types.BMesh = bmesh.new() bm: bmesh.types.BMesh = bmesh.new()
bm.from_mesh(self.__mAssocMesh) bm.from_mesh(self.__mAssocMesh)
@ -432,7 +436,7 @@ class MeshWriter():
# push material data # push material data
for mtl in self.__mMtlSlot: for mtl in self.__mMtlSlot:
self.__mAssocMesh.materials.append(mtl) self.__mAssocMesh.materials.append(mtl)
# add corresponding count for vertex position # add corresponding count for vertex position
self.__mAssocMesh.vertices.add(len(self.__mVertexPos) // 3) self.__mAssocMesh.vertices.add(len(self.__mVertexPos) // 3)
# add loops data, it is the sum count of indices # add loops data, it is the sum count of indices
@ -451,21 +455,21 @@ class MeshWriter():
self.__mAssocMesh.loops.foreach_set('vertex_index', self.__mFacePosIndices) self.__mAssocMesh.loops.foreach_set('vertex_index', self.__mFacePosIndices)
# add face vertex nml by function # add face vertex nml by function
self.__mAssocMesh.loops.foreach_set('normal', self.__mAssocMesh.loops.foreach_set('normal',
list(_flat_face_nml_index(self.__mFaceNmlIndices, self.__mVertexNormal)) tuple(_flat_face_nml_index(self.__mFaceNmlIndices, self.__mVertexNormal))
) )
# add face vertex uv by function # add face vertex uv by function
self.__mAssocMesh.uv_layers.active.uv.foreach_set('vector', self.__mAssocMesh.uv_layers.active.uv.foreach_set('vector',
list(_flat_face_uv_index(self.__mFaceUvIndices, self.__mVertexUV)) tuple(_flat_face_uv_index(self.__mFaceUvIndices, self.__mVertexUV))
) # NOTE: blender 3.5 changed. UV must be visited by .uv, not the .data ) # NOTE: blender 3.5 changed. UV must be visited by .uv, not the .data
# iterate face to set face data # iterate face to set face data
fVertexIdx: int = 0 f_vertex_idx: int = 0
for fi in range(len(self.__mFaceVertexCount)): for fi in range(len(self.__mFaceVertexCount)):
# set start loop # set start loop
# NOTE: blender 3.6 changed. Loop setting in polygon do not need set loop_total any more. # 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. # the loop_total will be auto calculated by the next loop_start.
# loop_total become read-only # loop_total become read-only
self.__mAssocMesh.polygons[fi].loop_start = fVertexIdx self.__mAssocMesh.polygons[fi].loop_start = f_vertex_idx
# set material index # set material index
self.__mAssocMesh.polygons[fi].material_index = self.__mFaceMtlIdx[fi] self.__mAssocMesh.polygons[fi].material_index = self.__mFaceMtlIdx[fi]
@ -475,7 +479,7 @@ class MeshWriter():
self.__mAssocMesh.polygons[fi].use_smooth = True self.__mAssocMesh.polygons[fi].use_smooth = True
# inc vertex idx # inc vertex idx
fVertexIdx += self.__mFaceVertexCount[fi] f_vertex_idx += self.__mFaceVertexCount[fi]
# validate mesh. # validate mesh.
# it is IMPORTANT that do NOT delete custom data # it is IMPORTANT that do NOT delete custom data
@ -485,18 +489,20 @@ class MeshWriter():
self.__mAssocMesh.update(calc_edges = False, calc_edges_loose = False) self.__mAssocMesh.update(calc_edges = False, calc_edges_loose = False)
# set custom split normal data # set custom split normal data
# if the validate() change the mesh, skip this and output error. # this operation must copy preserved normal data from loops, not the array data in this class,
# 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. # 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, just a stupid patch for "线框Level1.Level.NMO" loading. # this should not happend in normal case, for testing, please load "Level_1.NMO" (Ballance Level 1).
if len(self.__mAssocMesh.loops) == len(self.__mFacePosIndices):
self.__mAssocMesh.normals_split_custom_set( # copy data from loops preserved in validate().
tuple(_nest_custom_split_normal(self.__mFaceNmlIndices, self.__mVertexNormal)) loops_normals = array.array('f', [0.0] * (len(self.__mAssocMesh.loops) * 3))
) self.__mAssocMesh.loops.foreach_get('normal', loops_normals)
# enable auto smooth. it is IMPORTANT # apply data
self.__mAssocMesh.use_auto_smooth = True self.__mAssocMesh.normals_split_custom_set(
else: tuple(_nest_custom_split_normal(loops_normals))
print(f'The custom normals of mesh "{self.__mAssocMesh.name}" can not be assigned because validate() changes the mesh. Check your mesh data first!') )
# enable auto smooth. it is IMPORTANT
self.__mAssocMesh.use_auto_smooth = True
def __clear_mesh(self): def __clear_mesh(self):
if not self.is_valid(): if not self.is_valid():
raise UTIL_functions.BBPException('try to call an invalid MeshWriter.') raise UTIL_functions.BBPException('try to call an invalid MeshWriter.')