Revert "FBX Export: Fix export of meshes with polygons in different order to loops" #104566

Merged
Bastien Montagne merged 1 commits from Mysteryem/blender-addons:revert_loop_order_fix_pr into main 2023-04-28 19:28:13 +02:00
1 changed files with 4 additions and 32 deletions

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