Revert "FBX Export: Fix export of meshes with polygons in different order to loops" #104566
@ -931,26 +931,6 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
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me.edges.foreach_get("vertices", t_ev)
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me.edges.foreach_get("vertices", t_ev)
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me.loops.foreach_get("edge_index", t_lei)
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me.loops.foreach_get("edge_index", t_lei)
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# Polygons might not be in the same order as loops. To export per-loop and per-polygon data in a matching order,
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# one must be set into the order of the other. Since there are fewer polygons than loops and there are usually
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# more geometry layers exported that are per-loop than per-polygon, it's more efficient to re-order polygons and
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# per-polygon data.
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perm_polygons_to_loop_order = None
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# t_ls indicates the ordering of polygons compared to loops. When t_ls is sorted, polygons and loops are in the same
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# order. Since each loop must be assigned to exactly one polygon for the mesh to be valid, every value in t_ls must
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# be unique, so t_ls will be monotonically increasing when sorted.
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# t_ls is expected to be in the same order as loops in most cases since exiting Edit mode will sort t_ls, so do an
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# initial check for any element being smaller than the previous element to determine if sorting is required.
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sort_polygon_data = np.any(t_ls[1:] < t_ls[:-1])
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if sort_polygon_data:
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# t_ls is not sorted, so get the indices that would sort t_ls using argsort, these will be re-used to sort
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# per-polygon data.
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# Using 'stable' for radix sort, which performs much better with partially ordered data and slightly worse with
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# completely random data, compared to the default of 'quicksort' for introsort.
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perm_polygons_to_loop_order = np.argsort(t_ls, kind='stable')
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# Sort t_ls into the same order as loops.
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t_ls = t_ls[perm_polygons_to_loop_order]
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# Add "fake" faces for loose edges. Each "fake" face consists of two loops creating a new 2-sided polygon.
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# Add "fake" faces for loose edges. Each "fake" face consists of two loops creating a new 2-sided polygon.
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if scene_data.settings.use_mesh_edges:
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if scene_data.settings.use_mesh_edges:
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bl_edge_is_loose_dtype = bool
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bl_edge_is_loose_dtype = bool
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@ -1051,8 +1031,6 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
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if smooth_type == 'FACE':
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if smooth_type == 'FACE':
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t_ps = np.empty(len(me.polygons), dtype=poly_use_smooth_dtype)
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t_ps = np.empty(len(me.polygons), dtype=poly_use_smooth_dtype)
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me.polygons.foreach_get("use_smooth", t_ps)
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me.polygons.foreach_get("use_smooth", t_ps)
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if sort_polygon_data:
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t_ps = t_ps[perm_polygons_to_loop_order]
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_map = b"ByPolygon"
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_map = b"ByPolygon"
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else: # EDGE
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else: # EDGE
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_map = b"ByEdge"
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_map = b"ByEdge"
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@ -1071,17 +1049,14 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
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# Get the 'use_smooth' attribute of all polygons.
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# Get the 'use_smooth' attribute of all polygons.
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p_use_smooth_mask = np.empty(mesh_poly_nbr, dtype=poly_use_smooth_dtype)
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p_use_smooth_mask = np.empty(mesh_poly_nbr, dtype=poly_use_smooth_dtype)
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me.polygons.foreach_get('use_smooth', p_use_smooth_mask)
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me.polygons.foreach_get('use_smooth', p_use_smooth_mask)
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if sort_polygon_data:
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p_use_smooth_mask = p_use_smooth_mask[perm_polygons_to_loop_order]
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# Invert to get all flat shaded polygons.
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# Invert to get all flat shaded polygons.
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p_flat_mask = np.invert(p_use_smooth_mask, out=p_use_smooth_mask)
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p_flat_mask = np.invert(p_use_smooth_mask, out=p_use_smooth_mask)
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# Convert flat shaded polygons to flat shaded loops by repeating each element by the number of sides of
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# Convert flat shaded polygons to flat shaded loops by repeating each element by the number of sides of
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# that polygon.
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# that polygon.
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# Polygon sides can be calculated from the element-wise difference of sorted loop starts appended by the
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# Polygon sides can be calculated from the element-wise difference of loop starts appended by the number
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# number of loops. Alternatively, polygon sides can be retrieved directly from the 'loop_total'
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# of loops. Alternatively, polygon sides can be retrieved directly from the 'loop_total' attribute of
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# attribute of polygons, but that might need to be sorted, and we already have t_ls which is sorted loop
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# polygons, but since we already have t_ls, it tends to be quicker to calculate from t_ls when above
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# starts. It tends to be quicker to calculate from t_ls when above around 10_000 polygons even when the
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# around 10_000 polygons.
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# 'loop_total' array wouldn't need sorting.
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polygon_sides = np.diff(mesh_t_ls_view, append=mesh_loop_nbr)
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polygon_sides = np.diff(mesh_t_ls_view, append=mesh_loop_nbr)
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p_flat_loop_mask = np.repeat(p_flat_mask, polygon_sides)
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p_flat_loop_mask = np.repeat(p_flat_mask, polygon_sides)
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# Convert flat shaded loops to flat shaded (sharp) edge indices.
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# Convert flat shaded loops to flat shaded (sharp) edge indices.
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@ -1442,8 +1417,6 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
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fbx_pm_dtype = np.int32
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fbx_pm_dtype = np.int32
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t_pm = np.empty(len(me.polygons), dtype=bl_pm_dtype)
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t_pm = np.empty(len(me.polygons), dtype=bl_pm_dtype)
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me.polygons.foreach_get("material_index", t_pm)
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me.polygons.foreach_get("material_index", t_pm)
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if sort_polygon_data:
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t_pm = t_pm[perm_polygons_to_loop_order]
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# We have to validate mat indices, and map them to FBX indices.
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# We have to validate mat indices, and map them to FBX indices.
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# Note a mat might not be in me_fbxmaterials_idx (e.g. node mats are ignored).
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# Note a mat might not be in me_fbxmaterials_idx (e.g. node mats are ignored).
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@ -1474,7 +1447,6 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
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elem_data_single_string(lay_ma, b"MappingInformationType", b"AllSame")
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elem_data_single_string(lay_ma, b"MappingInformationType", b"AllSame")
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elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
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elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
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elem_data_single_int32_array(lay_ma, b"Materials", [0])
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elem_data_single_int32_array(lay_ma, b"Materials", [0])
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del perm_polygons_to_loop_order
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# And the "layer TOC"...
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# And the "layer TOC"...
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