Python API: add loop triangles access, remove tessfaces.

Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.

Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.

Details on porting code to loop triangles is in the release notes.

Differential Revision: https://developer.blender.org/D3539
This commit is contained in:
2018-09-06 14:28:14 +02:00
parent 468474a653
commit e65784a051
21 changed files with 261 additions and 1236 deletions

View File

@@ -20,13 +20,12 @@
__all__ = (
"mesh_linked_uv_islands",
"mesh_linked_tessfaces",
"mesh_linked_triangles",
"edge_face_count_dict",
"edge_face_count",
"edge_loops_from_tessfaces",
"edge_loops_from_edges",
"ngon_tessellate",
"face_random_points",
"triangle_random_points",
)
@@ -90,41 +89,41 @@ def mesh_linked_uv_islands(mesh):
return poly_islands
def mesh_linked_tessfaces(mesh):
def mesh_linked_triangles(mesh):
"""
Splits the mesh into connected faces, use this for separating cubes from
Splits the mesh into connected triangles, use this for separating cubes from
other mesh elements within 1 mesh datablock.
:arg mesh: the mesh used to group with.
:type mesh: :class:`bpy.types.Mesh`
:return: lists of lists containing faces.
:return: lists of lists containing triangles.
:rtype: list
"""
# Build vert face connectivity
vert_faces = [[] for i in range(len(mesh.vertices))]
for f in mesh.tessfaces:
for v in f.vertices:
vert_faces[v].append(f)
vert_tris = [[] for i in range(len(mesh.vertices))]
for t in mesh.loop_triangles:
for v in t.vertices:
vert_tris[v].append(t)
# sort faces into connectivity groups
face_groups = [[f] for f in mesh.tessfaces]
# map old, new face location
face_mapping = list(range(len(mesh.tessfaces)))
# sort triangles into connectivity groups
tri_groups = [[t] for t in mesh.loop_triangles]
# map old, new tri location
tri_mapping = list(range(len(mesh.loop_triangles)))
# Now clump faces iteratively
# Now clump triangles iteratively
ok = True
while ok:
ok = False
for i, f in enumerate(mesh.tessfaces):
mapped_index = face_mapping[f.index]
mapped_group = face_groups[mapped_index]
for i, t in enumerate(mesh.loop_triangles):
mapped_index = tri_mapping[t.index]
mapped_group = tri_groups[mapped_index]
for v in f.vertices:
for nxt_f in vert_faces[v]:
if nxt_f != f:
nxt_mapped_index = face_mapping[nxt_f.index]
for v in t.vertices:
for nxt_t in vert_tris[v]:
if nxt_t != t:
nxt_mapped_index = tri_mapping[nxt_t.index]
# We are not a part of the same group
if mapped_index != nxt_mapped_index:
@@ -132,18 +131,18 @@ def mesh_linked_tessfaces(mesh):
# Assign mapping to this group so they
# all map to this group
for grp_f in face_groups[nxt_mapped_index]:
face_mapping[grp_f.index] = mapped_index
for grp_t in tri_groups[nxt_mapped_index]:
tri_mapping[grp_t.index] = mapped_index
# Move faces into this group
mapped_group.extend(face_groups[nxt_mapped_index])
# Move triangles into this group
mapped_group.extend(tri_groups[nxt_mapped_index])
# remove reference to the list
face_groups[nxt_mapped_index] = None
tri_groups[nxt_mapped_index] = None
# return all face groups that are not null
# this is all the faces that are connected in their own lists.
return [fg for fg in face_groups if fg]
# return all tri groups that are not null
# this is all the triangles that are connected in their own lists.
return [tg for tg in tri_groups if tg]
def edge_face_count_dict(mesh):
@@ -177,87 +176,6 @@ def edge_face_count(mesh):
return [get(edge_face_count, ed.key, 0) for ed in mesh.edges]
def edge_loops_from_tessfaces(mesh, tessfaces=None, seams=()):
"""
Edge loops defined by faces
Takes me.tessfaces or a list of faces and returns the edge loops
These edge loops are the edges that sit between quads, so they don't touch
1 quad, note: not connected will make 2 edge loops,
both only containing 2 edges.
return a list of edge key lists
[[(0, 1), (4, 8), (3, 8)], ...]
:arg mesh: the mesh used to get edge loops from.
:type mesh: :class:`bpy.types.Mesh`
:arg tessfaces: optional face list to only use some of the meshes faces.
:type tessfaces: :class:`bpy.types.MeshTessFace`, sequence or or NoneType
:return: return a list of edge vertex index lists.
:rtype: list
"""
OTHER_INDEX = 2, 3, 0, 1 # opposite face index
if tessfaces is None:
tessfaces = mesh.tessfaces
edges = {}
for f in tessfaces:
if len(f.vertices) == 4:
edge_keys = f.edge_keys
for i, edkey in enumerate(f.edge_keys):
edges.setdefault(edkey, []).append(edge_keys[OTHER_INDEX[i]])
for edkey in seams:
edges[edkey] = []
# Collect edge loops here
edge_loops = []
for edkey, ed_adj in edges.items():
if 0 < len(ed_adj) < 3: # 1 or 2
# Seek the first edge
context_loop = [edkey, ed_adj[0]]
edge_loops.append(context_loop)
if len(ed_adj) == 2:
other_dir = ed_adj[1]
else:
other_dir = None
del ed_adj[:]
flipped = False
while 1:
# from knowing the last 2, look for the next.
ed_adj = edges[context_loop[-1]]
if len(ed_adj) != 2:
# the original edge had 2 other edges
if other_dir and flipped is False:
flipped = True # only flip the list once
context_loop.reverse()
del ed_adj[:]
context_loop.append(other_dir) # save 1 look-up
ed_adj = edges[context_loop[-1]]
if len(ed_adj) != 2:
del ed_adj[:]
break
else:
del ed_adj[:]
break
i = ed_adj.index(context_loop[-2])
context_loop.append(ed_adj[not i])
# Don't look at this again
del ed_adj[:]
return edge_loops
def edge_loops_from_edges(mesh, edges=None):
"""
Edge loops defined by edges
@@ -511,54 +429,42 @@ def ngon_tessellate(from_data, indices, fix_loops=True):
return fill
def face_random_points(num_points, tessfaces):
def triangle_random_points(num_points, loop_triangles):
"""
Generates a list of random points over mesh tessfaces.
Generates a list of random points over mesh loop triangles.
:arg num_points: the number of random points to generate on each face.
:arg num_points: the number of random points to generate on each triangle.
:type int:
:arg tessfaces: list of the faces to generate points on.
:type tessfaces: :class:`bpy.types.MeshTessFace`, sequence
:return: list of random points over all faces.
:arg loop_triangles: list of the triangles to generate points on.
:type loop_triangles: :class:`bpy.types.MeshLoopTriangle`, sequence
:return: list of random points over all triangles.
:rtype: list
"""
from random import random
from mathutils.geometry import area_tri
# Split all quads into 2 tris, tris remain unchanged
tri_faces = []
for f in tessfaces:
tris = []
verts = f.id_data.vertices
fv = f.vertices[:]
tris.append((verts[fv[0]].co,
verts[fv[1]].co,
verts[fv[2]].co,
))
if len(fv) == 4:
tris.append((verts[fv[0]].co,
verts[fv[3]].co,
verts[fv[2]].co,
))
tri_faces.append(tris)
# For each triangle, generate the required number of random points
sampled_points = [None] * (num_points * len(loop_triangles))
for i, lt in enumerate(loop_triangles):
# Get triangle vertex coordinates
verts = lt.id_data.vertices
ltv = lt.vertices[:]
tv = (verts[ltv[0]].co, verts[ltv[1]].co, verts[ltv[2]].co)
# For each face, generate the required number of random points
sampled_points = [None] * (num_points * len(tessfaces))
for i, tf in enumerate(tri_faces):
for k in range(num_points):
# If this is a quad, we need to weight its 2 tris by their area
if len(tf) != 1:
area1 = area_tri(*tf[0])
area2 = area_tri(*tf[1])
if len(tv) != 1:
area1 = area_tri(*tv[0])
area2 = area_tri(*tv[1])
area_tot = area1 + area2
area1 = area1 / area_tot
area2 = area2 / area_tot
vecs = tf[0 if (random() < area1) else 1]
vecs = tv[0 if (random() < area1) else 1]
else:
vecs = tf[0]
vecs = tv[0]
u1 = random()
u2 = random()