add blender mesh helper

This commit is contained in:
yyc12345 2023-10-17 11:50:31 +08:00
parent 354b3cd180
commit ea6cb430fe
2 changed files with 170 additions and 4 deletions

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@ -1,4 +1,6 @@
import bpy, bmesh
import typing, array, collections
from . import UTIL_functions, UTIL_virtools_types
## Blender Mesh Usage
# This module create a universal mesh visitor, including MeshReader, MeshWriter and MeshUVModifier
@ -6,20 +8,178 @@ import bpy, bmesh
# 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.
#
#
#region Assist Functions
## Face used vertex index struct.
# Data member is (PosIdx, NmlIdx, UVIdx)
FaceVertexIndex = tuple[int, int, int]
## Face used vertex indices struct.
# A tuple with FaceVertexIndex member.
# At least 3 member because face need at least 3 vertex to be constructed.
FaceVertexIndices = tuple[FaceVertexIndex, ...]
## Face data struct.
# First is FaceVertexIndices struct to describe how the face constructed.
# Second is used material index.
# If you don't want to use material, you need pass None via material and point this index to it.
FaceData = tuple[FaceVertexIndices, int]
def flat_vxvector3(it: typing.Iterator[UTIL_virtools_types.ConstVxVector3]) -> typing.Iterator[float]:
for entry in it:
yield entry[0]
yield entry[1]
yield entry[2]
def flat_vxvector2(it: typing.Iterator[UTIL_virtools_types.ConstVxVector2]) -> typing.Iterator[float]:
for entry in it:
yield entry[0]
yield entry[1]
def flat_vertex_indices(it: FaceVertexIndices, prev_pos: int, prev_nml: int, prev_uv: int) -> typing.Iterator[int]:
for entry in it:
yield entry[0] + prev_pos
yield entry[1] + prev_nml
yield entry[2] + prev_uv
#endregion
class MeshReader():
"""
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.
"""
pass
class MeshWriter():
pass
"""
"""
class MeshWriterPartData():
mVertexPosition: typing.Iterator[UTIL_virtools_types.ConstVxVector3] | None
mVertexNormal: typing.Iterator[UTIL_virtools_types.ConstVxVector3] | None
mVertexUV: typing.Iterator[UTIL_virtools_types.ConstVxVector2] | None
mFace: typing.Iterator[FaceData] | None
mMaterial: typing.Iterator[bpy.types.Material] | None
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
__mAssocMesh: bpy.types.Mesh | None
__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).
# Length must be (the sum of each items in __mFaceVertexCount) * 3.
# Item is flatten FaceVertexIndex, it mean every 3 continuous items indicate one vertex property.
__mFaceIndices: array.array
## Array item is int32(L).
# Length is the face count.
# It indicate how much vertex need to be consumed in __mFaceIndices for one face.
# The real consumed number of items in __mFaceVertexCount for each face need be multipled by 3 because __mFaceVertexCount is flat structure.
__mFaceVertexCount: array.array
__mFaceMtlIdx: array.array ##< Array item is int32(L). Length is equal to __mFaceVertexCount.
__mMtlSlot: list[bpy.types.Material]
__mMtlSlotMap: dict[bpy.types.Material, int]
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')
self.__mFaceIndices = array.array('L')
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()
def add_part(self, data: MeshWriterPartData):
if not data.is_valid():
raise UTIL_functions.BBPException('invalid mesh part data.')
# add vertex data
prev_vertex_pos_count: int = len(self.__mVertexPos)
self.__mVertexPos.extend(flat_vxvector3(data.mVertexPosition))
prev_vertex_nml_count: int = len(self.__mVertexNormal)
self.__mVertexNormal.extend(flat_vxvector3(data.mVertexNormal))
prev_vertex_uv_count: int = len(self.__mVertexUV)
self.__mVertexUV.extend(flat_vxvector2(data.mVertexUV))
# 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)
if idx:
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
indices = face[0]
if len(indices) < 3:
raise UTIL_functions.BBPException('face must have at least 3 vertex.')
# add indices
self.__mFaceIndices.extend(
flat_vertex_indices(indices,
prev_vertex_pos_count,
prev_vertex_nml_count,
prev_vertex_uv_count
)
)
self.__mFaceVertexCount.append(len(indices))
# add face mtl with remap
mtl_idx: int = face[1]
self.__mFaceMtlIdx.append(mtl_remap[mtl_idx])
def dispose(self):
if self.is_valid():
# reset mesh
self.__mAssocMesh = None
class MeshUVModifier():
pass
def register() -> None:
pass # nothing to register

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import typing, enum
from . import UTIL_functions
ConstVxVector2 = tuple[float, float]
ConstVxVector3 = tuple[float, float, float]
ConstVxVector4 = tuple[float, float, float, float]
ConstVxColorRGBA = tuple[float, float, float, float]
ConstVxColorRGB = tuple[float, float, float]
class VxColor():
"""
The Color struct support RGBA.