Made BPyMesh's ngon a lot better- handels polylines that loop back on themselves, vert length edges and removes doubles (also slower :/ )
Lightwave importer uses this and also makes FGons from imported ngons.
This commit is contained in:
@@ -208,9 +208,12 @@ def read(filename):
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tobj.logcon (filename)
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tobj.pprint ("#####################################################################")
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for ob in Blender.Scene.GetCurrent().getChildren():
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ob.sel= 0
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start = Blender.sys.time()
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file = open(filename, "rb")
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editmode = Blender.Window.EditMode() # are we in edit mode? If so ...
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if editmode: Blender.Window.EditMode(0) # leave edit mode before getting the mesh # === LWO header ===
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@@ -1107,172 +1110,10 @@ def reduce_face(verts, face):
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else: # 5+
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#print 'SCANFILL...', len(face)
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ngons= BPyMesh.ngon(verts, face) #, PREF_LOOPBACK= True)
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ngons= BPyMesh.ngon(verts, face, PREF_FIX_LOOPS= True)
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return ngons
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#BPyMesh.ngon(currentMesh, currentMeshRelativeIdxs)
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"""
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# ====================
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# === Reduce Faces ===
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# ====================
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# http://www-cgrl.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/cutting_ears.html per l'import
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# BPyMeshes NGon replaces this
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# ===========================================================
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# === Generation Routines ===================================
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# ===========================================================
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# ==================================================
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# === Compute vector distance between two points ===
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# ==================================================
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def dist_vector (head, tail): #vector from head to tail
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return Blender.Mathutils.Vector([head[0] - tail[0], head[1] - tail[1], head[2] - tail[2]])
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# ================
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# === Find Ear ===
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# ================
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def find_ear(normal, list_dict, verts, face):
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nv = len(list_dict['MF'])
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#looping through vertexes trying to find an ear
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#most likely in case of panic
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mlc = 0
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mla = 1
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mlb = 2
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for c in xrange(nv):
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a = (c+1) % nv; b = (a+1) % nv
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if list_dict['P'][a] > 0.0: #we have to start from a convex vertex
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#if (list_dict['P'][a] > 0.0) and (list_dict['P'][b] <= 0.0): #we have to start from a convex vertex
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mlc = c
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mla = a
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mlb = b
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#tobj.pprint ("## mmindex: %s, %s, %s 'P': %s, %s, %s" % (c, a, b, list_dict['P'][c],list_dict['P'][a],list_dict['P'][b]))
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#tobj.pprint (" ok, this one passed")
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concave = 0
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concave_inside = 0
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for xx in xrange(nv): #looking for concave vertex
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if (list_dict['P'][xx] <= 0.0) and (xx != b) and (xx != c): #cannot be a: it's convex
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#ok, found concave vertex
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concave = 1
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#a, b, c, xx are all meta-meta vertex indexes
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mva = list_dict['MF'][a] #meta-vertex-index
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mvb = list_dict['MF'][b]
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mvc = list_dict['MF'][c]
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mvxx = list_dict['MF'][xx]
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va = face[mva] #vertex
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vb = face[mvb]
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vc = face[mvc]
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vxx = face[mvxx]
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#Distances
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d_ac_v = list_dict['D'][c]
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d_ba_v = list_dict['D'][a]
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d_cb_v = dist_vector(verts[vc], verts[vb])
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#distance from triangle points
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d_xxa_v = dist_vector(verts[vxx], verts[va])
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d_xxb_v = dist_vector(verts[vxx], verts[vb])
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d_xxc_v = dist_vector(verts[vxx], verts[vc])
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#normals
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n_xxa_v = Blender.Mathutils.CrossVecs(d_ba_v, d_xxa_v)
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n_xxb_v = Blender.Mathutils.CrossVecs(d_cb_v, d_xxb_v)
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n_xxc_v = Blender.Mathutils.CrossVecs(d_ac_v, d_xxc_v)
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#how are oriented the normals?
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p_xxa_v = Blender.Mathutils.DotVecs(normal, n_xxa_v)
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p_xxb_v = Blender.Mathutils.DotVecs(normal, n_xxb_v)
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p_xxc_v = Blender.Mathutils.DotVecs(normal, n_xxc_v)
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#if normals are oriented all to same directions - so it is insida
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if ((p_xxa_v > 0.0) and (p_xxb_v > 0.0) and (p_xxc_v > 0.0)) or ((p_xxa_v <= 0.0) and (p_xxb_v <= 0.0) and (p_xxc_v <= 0.0)):
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#print "vertex %d: concave inside" % xx
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concave_inside = 1
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break
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#endif found a concave vertex
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#end loop looking for concave vertexes
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if (concave == 0) or (concave_inside == 0):
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#no concave vertexes in polygon (should not be): return immediately
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#looped all concave vertexes and no one inside found
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return [c, a, b]
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#no convex vertex, try another one
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#end loop to find a suitable base vertex for ear
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#looped all candidate ears and find no-one suitable
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tobj.pprint ("Reducing face: no valid ear found to reduce!")
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return [mlc, mla, mlb] #uses most likely
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def reduce_face_old(verts, face):
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nv = len (face)
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if nv == 3: return [[0,1,2]] #trivial decomposition list
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list_dict = {}
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#meta-vertex indexes
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list_dict['MF'] = range(nv) # these are meta-vertex-indexes
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list_dict['D'] = [None] * nv
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list_dict['X'] = [None] * nv
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list_dict['P'] = [None] * nv
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#list of distances
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for mvi in list_dict['MF']:
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#vector between two vertexes
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mvi_hiend = (mvi+1) % nv #last-to-first
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vi_hiend = face[mvi_hiend] #vertex
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vi = face[mvi]
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list_dict['D'][mvi] = dist_vector(verts[vi_hiend], verts[vi])
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#list of cross products - normals evaluated into vertexes
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for vi in xrange(nv):
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list_dict['X'][vi] = Blender.Mathutils.CrossVecs(list_dict['D'][vi], list_dict['D'][vi-1])
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my_face_normal = Blender.Mathutils.Vector([list_dict['X'][0][0], list_dict['X'][0][1], list_dict['X'][0][2]])
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#list of dot products
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list_dict['P'][0] = 1.0
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for vi in xrange(1, nv):
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list_dict['P'][vi] = Blender.Mathutils.DotVecs(my_face_normal, list_dict['X'][vi])
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#is there at least one concave vertex?
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#one_concave = reduce(lambda x, y: (x) or (y<=0.0), list_dict['P'], 0)
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one_concave = reduce(lambda x, y: (x) + (y<0.0), list_dict['P'], 0)
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decomposition_list = []
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while 1:
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if nv == 3: break
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if one_concave:
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#look for triangle
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ct = find_ear(my_face_normal, list_dict, verts, face)
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mv0 = list_dict['MF'][ct[0]] #meta-vertex-index
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mv1 = list_dict['MF'][ct[1]]
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mv2 = list_dict['MF'][ct[2]]
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#add the triangle to output list
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decomposition_list.append([mv0, mv1, mv2])
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#update data structures removing remove middle vertex from list
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#distances
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v0 = face[mv0] #vertex
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v1 = face[mv1]
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v2 = face[mv2]
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list_dict['D'][ct[0]] = dist_vector(verts[v2], verts[v0])
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#cross products
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list_dict['X'][ct[0]] = Blender.Mathutils.CrossVecs(list_dict['D'][ct[0]], list_dict['D'][ct[0]-1])
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list_dict['X'][ct[2]] = Blender.Mathutils.CrossVecs(list_dict['D'][ct[2]], list_dict['D'][ct[0]])
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#list of dot products
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list_dict['P'][ct[0]] = Blender.Mathutils.DotVecs(my_face_normal, list_dict['X'][ct[0]])
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list_dict['P'][ct[2]] = Blender.Mathutils.DotVecs(my_face_normal, list_dict['X'][ct[2]])
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#physical removal
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list_dict['MF'].pop(ct[1])
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list_dict['D'].pop(ct[1])
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list_dict['X'].pop(ct[1])
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list_dict['P'].pop(ct[1])
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one_concave = reduce(lambda x, y: (x) or (y<0.0), list_dict['P'], 0)
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nv -=1
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else: #here if no more concave vertexes
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if nv == 4: break #quads only if no concave vertexes
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decomposition_list.append([list_dict['MF'][0], list_dict['MF'][1], list_dict['MF'][2]])
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#physical removal
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del list_dict['MF'][1]
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nv -=1
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#end while there are more my_face to triangulate
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decomposition_list.append(list_dict['MF'])
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return decomposition_list
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"""
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# =========================
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# === Recalculate Faces ===
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@@ -1366,7 +1207,8 @@ def my_create_mesh(clip_list, surf, objspec_list, current_facelist, objname, not
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if uv_flag: #assign uv-data; settings at mesh level
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msh.hasFaceUV(1)
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msh.update(1)
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msh.update(1) # CAN WE REMOVE THIS???- Cam
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tobj.pprint ("\n#===================================================================#")
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tobj.pprint("Processing Object: %s" % objname)
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@@ -1423,7 +1265,7 @@ def my_create_mesh(clip_list, surf, objspec_list, current_facelist, objname, not
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msh.faces.append(face)
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# Associate face properties => from create materials
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if mat != None: face.materialIndex = mat_index
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face.smooth = 1 #smooth it anyway
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#face.smooth = 1 #smooth it anyway
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rev_face= [cur_face[2], cur_face[1], cur_face[0]]
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@@ -1455,6 +1297,12 @@ def my_create_mesh(clip_list, surf, objspec_list, current_facelist, objname, not
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#meta_faces= reduce_face_old(complete_vertlist, cur_face) # Indices of triangles.
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meta_faces= reduce_face(complete_vertlist, cur_face) # Indices of triangles.
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if len(meta_faces) > 1:
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USE_FGON= True
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edge_face_count= {}
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else:
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USE_FGON= False
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for mf in meta_faces:
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# print meta_faces
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face= Face()
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@@ -1462,12 +1310,25 @@ def my_create_mesh(clip_list, surf, objspec_list, current_facelist, objname, not
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if len(mf) == 3: #triangle
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rev_face= [cur_face[mf[2]], cur_face[mf[1]], cur_face[mf[0]]]
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if USE_FGON:
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for i in xrange(3):
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v1= vertex_map[rev_face[i]]
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v2= vertex_map[rev_face[i-1]]
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if v1!=v2:
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if v1>v2:
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v2,v1= v1,v2
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try:
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edge_face_count[v1,v2]+=1
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except:
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edge_face_count[v1,v2]= 1
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else: #quads
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rev_face= [cur_face[mf[3]], cur_face[mf[2]], cur_face[mf[1]], cur_face[mf[0]]]
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# Associate face properties => from create materials
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if mat != None: face.materialIndex = mat_index
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face.smooth = 1 #smooth it anyway
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#face.smooth = 1 #smooth it anyway
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for vi in rev_face:
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index = vertex_map[vi]
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@@ -1490,12 +1351,24 @@ def my_create_mesh(clip_list, surf, objspec_list, current_facelist, objname, not
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face.image = img
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if surf.has_key('TRAN') or (mat and mat.getAlpha()<1.0): # incase mat is null
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face.transp= FACE_ALPHA
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# Tag edges for FGONS
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if USE_FGON:
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for vert_key, count in edge_face_count.iteritems():
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if count > 1: # we are used by more then 1 face
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nm_edge= msh.addEdge( msh.verts[vert_key[0]], msh.verts[vert_key[1]] )
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if nm_edge:
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nm_edge.flag |=Blender.NMesh.EdgeFlags.FGON
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jj += 1
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if not(uv_flag): #clear eventual UV data
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msh.hasFaceUV(0)
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msh.update(1,store_edge)
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obj.sel= 1
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# Cycle editmode to render a nice wire frame.
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Blender.Window.EditMode(1)
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Blender.Window.EditMode(0)
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# Blender.Redraw()
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return obj, not_used_faces #return the created object
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@@ -1949,8 +1822,8 @@ def fs_callback(filename):
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Blender.Window.FileSelector(fs_callback, "Import LWO")
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"""
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# Cams debugging lwo loader
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'''
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TIME= Blender.sys.time()
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import os
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print 'Searching for files'
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@@ -1968,8 +1841,9 @@ def between(v,a,b):
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return False
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for i, _lwo in enumerate(lines):
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if between(i, 100, 200):
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#if i==425: # SCANFILL
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#if i==425: # SCANFILL
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#if i==520: # SCANFILL CRASH
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if between(i, 0, 100):
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_lwo= _lwo[:-1]
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print 'Importing', _lwo, '\nNUMBER', i, 'of', len(lines)
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_lwo_file= _lwo.split('/')[-1].split('\\')[-1]
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@@ -1978,4 +1852,4 @@ for i, _lwo in enumerate(lines):
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read(_lwo)
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print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)
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"""
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'''
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