Moved ngon creating function from obj_import into BPyMesh so other importers can use it.

Exporter free's mesh vertex data each run (was causing memory errors when exporting fluidsim meshes... poke ken for Mesh.Unlink() since many meshes are still created)
Exporter had an indentation error also.
Added an NMesh wrapper around Mesh for importers to use, so as to work around slow 1 by 1 adding of data. used in upcoming flt_importer update.
Mesh cleanup now has the dangerous option to perform a cleanup on ALL mesh data. (needed it for a project)
This commit is contained in:
2006-04-10 21:42:18 +00:00
parent 4043934d2c
commit 9c322c7e86
4 changed files with 273 additions and 109 deletions

View File

@@ -32,11 +32,16 @@ def dict2MeshWeight(me, groupNames, vWeightDict):
# Clear the vert group.
currentGroupNames= me.getVertGroupNames()
for group in currentGroupNames:
me.removeVertGroup(group)
if group not in groupNames:
me.removeVertGroup(group) # messes up the active group.
else:
me.removeVertsFromGroup(group)
# Add clean unused vert groupNames back
currentGroupNames= me.getVertGroupNames()
for group in groupNames:
me.addVertGroup(group)
if group not in currentGroupNames:
me.addVertGroup(group)
add_ = Blender.Mesh.AssignModes.ADD
@@ -45,7 +50,7 @@ def dict2MeshWeight(me, groupNames, vWeightDict):
vertList[0]= i
for group, weight in vWeightDict[i].iteritems():
try:
me.assignVertsToGroup(group, vertList, weight, add_)
me.assignVertsToGroup(group, vertList, min(1, max(0, weight)), add_)
except:
pass # vert group is not used anymore.
@@ -125,4 +130,236 @@ def getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=Tru
except:
print 'Cant assign materials to', type
return mesh
return mesh
type_tuple= type( (0,) )
type_list= type( [] )
def ngon(from_data, indices):
'''
takes a polyline of indices (fgon)
and returns a list of face indicie lists.
Designed to be used for importers that need indices for an fgon to create from existing verts.
from_data is either a mesh, or a list/tuple of vectors.
'''
Mesh= Blender.Mesh
Window= Blender.Window
Scene= Blender.Scene
Object= Blender.Object
if len(indices) < 4:
return [indices]
temp_mesh_name= '~NGON_TEMP~'
is_editmode= Window.EditMode()
if is_editmode:
Window.EditMode(0)
try:
temp_mesh = Mesh.Get(temp_mesh_name)
if temp_mesh.users!=0:
temp_mesh = Mesh.New(temp_mesh_name)
except:
temp_mesh = Mesh.New(temp_mesh_name)
if type(from_data) in (type_tuple, type_list):
# From a list/tuple of vectors
temp_mesh.verts.extend( [from_data[i] for i in indices] )
temp_mesh.edges.extend( [(temp_mesh.verts[i], temp_mesh.verts[i-1]) for i in xrange(len(temp_mesh.verts))] )
else:
# From a mesh
temp_mesh.verts.extend( [from_data.verts[i].co for i in indices] )
temp_mesh.edges.extend( [(temp_mesh.verts[i], temp_mesh.verts[i-1]) for i in xrange(len(temp_mesh.verts))] )
oldmode = Mesh.Mode()
Mesh.Mode(Mesh.SelectModes['VERTEX'])
for v in temp_mesh.verts:
v.sel= 1
# Must link to scene
scn= Scene.GetCurrent()
temp_ob= Object.New('Mesh')
temp_ob.link(temp_mesh)
scn.link(temp_ob)
temp_mesh.fill()
scn.unlink(temp_ob)
Mesh.Mode(oldmode)
new_indices= [ [v.index for v in f.v] for f in temp_mesh.faces ]
if not new_indices: # JUST DO A FAN, Cant Scanfill
print 'Warning Cannot scanfill!- Fallback on a triangle fan.'
new_indices = [ [indices[0], indices[i-1], indices[i]] for i in xrange(2, len(indices)) ]
else:
# Use real scanfill.
# See if its flipped the wrong way.
flip= None
for fi in new_indices:
if flip != None:
break
for i, vi in enumerate(fi):
if vi==0 and fi[i-1]==1:
flip= False
break
elif vi==1 and fi[i-1]==0:
flip= True
break
if not flip:
for fi in new_indices:
fi.reverse()
if is_editmode:
Window.EditMode(1)
# Save some memory and forget about the verts.
# since we cant unlink the mesh.
temp_mesh.verts= None
return new_indices
# EG
'''
scn= Scene.GetCurrent()
me = scn.getActiveObject().getData(mesh=1)
ind= [v.index for v in me.verts if v.sel] # Get indices
indices = ngon(me, ind) # fill the ngon.
# Extand the faces to show what the scanfill looked like.
print len(indices)
me.faces.extend([[me.verts[ii] for ii in i] for i in indices])
'''
# NMesh wrapper
Vector= Blender.Mathutils.Vector
class NMesh(object):
__slots__= 'verts', 'faces', 'edges', 'faceUV', 'materials', 'realmesh'
def __init__(self, mesh):
'''
This is an NMesh wrapper that
mesh is an Mesh as returned by Blender.Mesh.New()
This class wraps NMesh like access into Mesh
Running NMesh.update() - with this wrapper,
Will update the realmesh.
'''
self.verts= []
self.faces= []
self.edges= []
self.faceUV= False
self.materials= []
self.realmesh= mesh
def addFace(self, nmf):
self.faces.append(nmf)
def Face(self, v=[]):
return NMFace(v)
def Vert(self, x,y,z):
return NMVert(x,y,z)
def hasFaceUV(self, flag):
if flag:
self.faceUV= True
else:
self.faceUV= False
def addMaterial(self, mat):
self.materials.append(mat)
def update(self, recalc_normals=False): # recalc_normals is dummy
mesh= self.realmesh
mesh.verts= None # Clears the
# Add in any verts from faces we may have not added.
for nmf in self.faces:
for nmv in nmf.v:
if nmv.index==-1:
nmv.index= len(self.verts)
self.verts.append(nmv)
mesh.verts.extend([nmv.co for nmv in self.verts])
for i, nmv in enumerate(self.verts):
nmv.index= i
mv= mesh.verts[i]
mv.sel= nmv.sel
good_faces= [nmf for nmf in self.faces if len(nmf.v) in (3,4)]
#print len(good_faces), 'AAA'
#mesh.faces.extend([nmf.v for nmf in self.faces])
mesh.faces.extend([[mesh.verts[nmv.index] for nmv in nmf.v] for nmf in good_faces])
if len(mesh.faces):
if self.faceUV:
mesh.faceUV= 1
#for i, nmf in enumerate(self.faces):
for i, nmf in enumerate(good_faces):
mf= mesh.faces[i]
if self.faceUV:
if len(nmf.uv) == len(mf.v):
mf.uv= [Vector(uv[0], uv[1]) for uv in nmf.uv]
if len(nmf.col) == len(mf.v):
for c, i in enumerate(mf.col):
c.r, c.g, c.b= nmf.col[i].r, nmf.col[i].g, nmf.col[i].b
if nmf.image:
mf.image= nmf.image
mesh.materials= self.materials[:16]
class NMVert(object):
__slots__= 'co', 'index', 'no', 'sel', 'uvco'
def __init__(self, x,y,z):
self.co= Vector(x,y,z)
self.index= None # set on appending.
self.no= Vector(0,0,1) # dummy
self.sel= 0
self.uvco= None
class NMFace(object):
__slots__= 'col', 'flag', 'hide', 'image', 'mat', 'materialIndex', 'mode', 'normal',\
'sel', 'smooth', 'transp', 'uv', 'v'
def __init__(self, v=[]):
self.col= []
self.flag= 0
self.hide= 0
self.image= None
self.mat= 0 # materialIndex needs support too.
self.mode= 0
self.normal= Vector(0,0,1)
self.uv= []
self.sel= 0
self.smooth= 0
self.transp= 0
self.uv= []
self.v= [] # a list of nmverts.
class NMCol(object):
__slots__ = 'r', 'g', 'b', 'a'
def __init__(self):
self.r= 255
self.g= 255
self.b= 255
self.a= 255