Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-09-06 15:28:14 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-10-10 18:43:44 +0300
commite65784a0519e25e9ca560ab63758287cea45f123 (patch)
tree2452488152b951d029f68b34f20803254066b27b /release/scripts/modules/bpy_extras
parent468474a653c976615306254dfcc33a85a0b872a1 (diff)
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
Diffstat (limited to 'release/scripts/modules/bpy_extras')
-rw-r--r--release/scripts/modules/bpy_extras/mesh_utils.py190
1 files changed, 48 insertions, 142 deletions
diff --git a/release/scripts/modules/bpy_extras/mesh_utils.py b/release/scripts/modules/bpy_extras/mesh_utils.py
index a7872daca67..a09282da2fe 100644
--- a/release/scripts/modules/bpy_extras/mesh_utils.py
+++ b/release/scripts/modules/bpy_extras/mesh_utils.py
@@ -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 face, generate the required number of random points
- sampled_points = [None] * (num_points * len(tessfaces))
- for i, tf in enumerate(tri_faces):
+ # 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 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()