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authorCampbell Barton <ideasman42@gmail.com>2016-01-22 08:43:49 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-01-22 08:43:49 +0300
commit5a08a2e1856875d99cc99be44b955500faccf339 (patch)
treeefa6e93e0cacfe790b140efade483d2237bc1dd9
parent012fbbf3004306edd75c9bb95ee48f9e70f3d7e0 (diff)
Fix T47219: OBJ import merges faces incorrectly
Invalid triangles were being detected as faces that looped back on themselves and had their edges dissolved. Now ignore invalid triangles entirely since they will never end up as faces in Blender.
-rw-r--r--io_scene_obj/import_obj.py77
1 files changed, 40 insertions, 37 deletions
diff --git a/io_scene_obj/import_obj.py b/io_scene_obj/import_obj.py
index e94e32ba..7b065824 100644
--- a/io_scene_obj/import_obj.py
+++ b/io_scene_obj/import_obj.py
@@ -566,43 +566,46 @@ def create_mesh(new_objects,
# NGons into triangles
if face_invalid_blenpoly:
- from bpy_extras.mesh_utils import ngon_tessellate
- ngon_face_indices = ngon_tessellate(verts_loc, face_vert_loc_indices)
- faces.extend([([face_vert_loc_indices[ngon[0]],
- face_vert_loc_indices[ngon[1]],
- face_vert_loc_indices[ngon[2]],
- ],
- [face_vert_nor_indices[ngon[0]],
- face_vert_nor_indices[ngon[1]],
- face_vert_nor_indices[ngon[2]],
- ] if face_vert_nor_indices else [],
- [face_vert_tex_indices[ngon[0]],
- face_vert_tex_indices[ngon[1]],
- face_vert_tex_indices[ngon[2]],
- ] if face_vert_tex_indices else [],
- context_material,
- context_smooth_group,
- context_object,
- [],
- )
- for ngon in ngon_face_indices]
- )
- tot_loops += 3 * len(ngon_face_indices)
-
- # edges to make ngons
- edge_users = set()
- for ngon in ngon_face_indices:
- prev_vidx = face_vert_loc_indices[ngon[-1]]
- for ngidx in ngon:
- vidx = face_vert_loc_indices[ngidx]
- if vidx == prev_vidx:
- continue # broken OBJ... Just skip.
- edge_key = (prev_vidx, vidx) if (prev_vidx < vidx) else (vidx, prev_vidx)
- prev_vidx = vidx
- if edge_key in edge_users:
- fgon_edges.add(edge_key)
- else:
- edge_users.add(edge_key)
+ # ignore triangles with invalid indices
+ if len(face_vert_loc_indices) > 3:
+ from bpy_extras.mesh_utils import ngon_tessellate
+ ngon_face_indices = ngon_tessellate(verts_loc, face_vert_loc_indices)
+ faces.extend([([face_vert_loc_indices[ngon[0]],
+ face_vert_loc_indices[ngon[1]],
+ face_vert_loc_indices[ngon[2]],
+ ],
+ [face_vert_nor_indices[ngon[0]],
+ face_vert_nor_indices[ngon[1]],
+ face_vert_nor_indices[ngon[2]],
+ ] if face_vert_nor_indices else [],
+ [face_vert_tex_indices[ngon[0]],
+ face_vert_tex_indices[ngon[1]],
+ face_vert_tex_indices[ngon[2]],
+ ] if face_vert_tex_indices else [],
+ context_material,
+ context_smooth_group,
+ context_object,
+ [],
+ )
+ for ngon in ngon_face_indices]
+ )
+ tot_loops += 3 * len(ngon_face_indices)
+
+ # edges to make ngons
+ if len(ngon_face_indices) > 1:
+ edge_users = set()
+ for ngon in ngon_face_indices:
+ prev_vidx = face_vert_loc_indices[ngon[-1]]
+ for ngidx in ngon:
+ vidx = face_vert_loc_indices[ngidx]
+ if vidx == prev_vidx:
+ continue # broken OBJ... Just skip.
+ edge_key = (prev_vidx, vidx) if (prev_vidx < vidx) else (vidx, prev_vidx)
+ prev_vidx = vidx
+ if edge_key in edge_users:
+ fgon_edges.add(edge_key)
+ else:
+ edge_users.add(edge_key)
faces.pop(f_idx)
else: